202 lines
5.3 KiB
NASM
202 lines
5.3 KiB
NASM
charset:
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; tile 0x00
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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; tile 0x01
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.byte %11110000 ; row 0, color 0
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.byte %11111111 ; row 0, color 1
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.byte %10000001 ; row 1, color 0
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.byte %00000000 ; row 1, color 1
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.byte %10000001 ; row 2, color 0
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.byte %00000000 ; row 2, color 1
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.byte %10000001 ; row 3, color 0
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.byte %00001000 ; row 3, color 1
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.byte %10011001 ; row 4, color 0
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.byte %00001000 ; row 4, color 1
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.byte %10000001 ; row 5, color 0
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.byte %00000000 ; row 5, color 1
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.byte %10000001 ; row 6, color 0
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.byte %00000000 ; row 6, color 1
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.byte %11111111 ; row 7, color 0
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.byte %00000000 ; row 7, color 1
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; tile 0x02
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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; This is tile 0x02 in 2bpp mode (what the background uses), but tile
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; 0x01 in 4bpp mode (what the sprites use). It's very strange to mix
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; these, but my assumption is that by this point you've already got
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; your own graphics pipeline of some sort and probably aren't using
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; 2bpp graphics at all any more, so I'm sure you can figure out what'll
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; work best for you on your own :)
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11100000
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.byte %00000000
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.byte %11100000
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.byte %00000000
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.byte %11100000
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.byte %00000000
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.byte %11100000
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.byte %00000000
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.byte %11100000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %00000111
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.byte %00000000
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.byte %00000111
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.byte %00000000
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.byte %00000111
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.byte %00000000
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.byte %00000111
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.byte %00000000
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.byte %00000111
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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; normally you would put 14 other 8x8 tiles here, but we don't have
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; any, so just fill it with zeros.
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.repeat 14 * 32
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.byte 0
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.endrepeat
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.byte %11100000
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.byte %00000000
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.byte %11100000
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.byte %00000000
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.byte %11100000
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.byte %00000000
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.byte %11100000
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.byte %00000000
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.byte %11100000
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000111
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.byte %00000000
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.byte %00000111
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.byte %00000000
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.byte %00000111
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.byte %00000000
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.byte %00000111
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.byte %00000000
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.byte %00000111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %11111111
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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.byte %00000000
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charset_end:
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