snes-asm/homebrew-tutorial/charset.asm

202 lines
5.3 KiB
NASM

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