2015-05-22 18:08:57 +00:00
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.INCLUDE "header.asm"
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2015-05-23 19:42:47 +00:00
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.INCLUDE "init.asm"
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2015-05-22 23:39:43 +00:00
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.INCLUDE "registers.asm"
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2015-05-22 17:34:37 +00:00
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2015-05-23 18:00:43 +00:00
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; The JSR and RTS instructions add a total of 12 cycles of overhead. For
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; short, commonly-used functions, it makes sense to declare them as macros,
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; which get inlined by the assembler at the point of use. This saves on
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; CPU cycles, at the cost of code size.
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.MACRO ConvertXCoordinate
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; Data in: world x-coordinate, in A register.
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; Data out: SNES scroll data, in C (the 16-bit A register).
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rep #%00100000 ; 16-bit A
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eor #$FFFF ; Flip bits
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ina
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sep #%00100000 ; 8-bit A
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.ENDM
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.MACRO ConvertYCoordinate
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; Data in: world y-coordinate, in A register.
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; Data out: SNES scroll data, in C (the 16-bit A register).
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rep #%00100000 ; 16-bit A
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eor #$FFFF ; Flip bits
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sep #%00100000 ; 8-bit A
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.ENDM
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2015-05-22 17:34:37 +00:00
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.BANK 0 SLOT 0
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.ORG 0
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.SECTION "MainCode"
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2015-05-22 16:49:40 +00:00
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; Memory layout:
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; 00-0F: scratch space for functions.
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2015-05-23 18:00:43 +00:00
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; 10-11: controller state of joypad #1.
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; 12-13: controller state of joypad #2.
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2015-05-22 16:49:40 +00:00
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; 14-17: 32-bit counter of vblanks.
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2015-05-23 18:00:43 +00:00
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; 20-21: (x, y) coordinates of player.
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; 22-24: RGB color values to use for background color, from [0-31].
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2015-05-22 16:49:40 +00:00
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Start:
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2015-05-23 18:00:43 +00:00
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InitializeSNES
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jsr LoadPaletteAndTileData
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2015-05-22 16:49:40 +00:00
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; Turn on the screen.
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; Format: x000bbbb
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; x: 0 = screen on, 1 = screen off, bbbb: Brightness ($0-$F)
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lda #%00001111
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2015-05-22 23:39:43 +00:00
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sta INIDISP
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2015-05-22 16:49:40 +00:00
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; Enable NMI interrupt & joypad.
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; n-vh---j n: NMI interrupt enable v: vertical counter enable
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; h: horizontal counter enable j: joypad enable
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2015-05-23 18:00:43 +00:00
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lda #%10000001
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2015-05-22 23:39:43 +00:00
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sta NMITIMEN
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2015-05-22 16:49:40 +00:00
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; Store zeroes to the controller status registers.
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2015-05-22 23:39:43 +00:00
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; TODO(mcmillen): is this needed? I think the system will overwrite these
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; automatically.
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stz JOY1H
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stz JOY1L
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2015-05-22 16:49:40 +00:00
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; Write something recognizable into our scratch space.
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jsr FillScratch
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2015-05-23 22:00:49 +00:00
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; Start the background color as a sky blue.
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2015-05-23 18:00:43 +00:00
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lda #16
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2015-05-23 22:00:49 +00:00
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sta $23
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lda #31
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2015-05-23 18:00:43 +00:00
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sta $24
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2015-05-23 22:00:49 +00:00
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; Player's initial starting location.
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lda #(256 / 4)
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sta $20
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lda #((224 - 8) / 2)
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sta $21
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2015-05-22 16:49:40 +00:00
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2015-05-22 17:34:37 +00:00
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MainLoop:
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wai ; Wait for interrupt.
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jmp MainLoop
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2015-05-22 16:49:40 +00:00
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2015-05-23 18:00:43 +00:00
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LoadPaletteAndTileData:
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2015-05-23 19:38:27 +00:00
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; For more details on DMA, see:
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; http://wiki.superfamicom.org/snes/show/Grog%27s+Guide+to+DMA+and+HDMA+on+the+SNES
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; http://wiki.superfamicom.org/snes/show/Making+a+Small+Game+-+Tic-Tac-Toe
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;
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; A lot of the graphics-related registers are explained in Qwertie's doc:
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; http://emu-docs.org/Super%20NES/General/snesdoc.html
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; ... but be careful, because there are some errors in this doc.
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;
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; bazz's tutorial (available from http://wiki.superfamicom.org/snes/) is
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; quite helpful with palette / sprites / DMA, especially starting at
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; http://wiki.superfamicom.org/snes/show/Working+with+VRAM+-+Loading+the+Palette
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2015-05-23 18:00:43 +00:00
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; 16-bit X/Y registers. Used for DMA source address & transfer size, both of
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; which want 16-bit values.
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rep #%00010000
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; 8-bit A/B registers. Used for DMA source bank & destination address.
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sep #%00100000
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2015-05-23 21:17:39 +00:00
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; Initialize the palette memory in a loop.
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2015-05-23 18:00:43 +00:00
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; We could also do this with a DMA transfer (like we do with the tile data
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2015-05-23 21:17:39 +00:00
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; below), but it seems overkill for just a few bytes. :)
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ldx #0
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lda #32 ; Palette entries for BG2 start at 32.
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2015-05-23 18:00:43 +00:00
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sta CGADDR
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2015-05-23 21:17:39 +00:00
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-
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2015-05-23 22:13:38 +00:00
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lda.l TilePalette, x
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2015-05-23 18:00:43 +00:00
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sta CGDATA
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2015-05-23 21:17:39 +00:00
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inx
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cpx #8 ; 8 bytes of palette data.
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bne -
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2015-05-23 18:00:43 +00:00
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; DMA 0 source address & bank.
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2015-05-23 22:13:38 +00:00
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ldx #TileData
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2015-05-23 18:00:43 +00:00
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stx DMA0SRC
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2015-05-23 22:13:38 +00:00
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lda #:TileData
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2015-05-23 18:00:43 +00:00
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sta DMA0SRCBANK
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; DMA 0 transfer size.
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2015-05-23 22:00:49 +00:00
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; See the helpful comment in tiles.asm to find the size of the tile data.
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ldy #384
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2015-05-23 18:00:43 +00:00
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sty DMA0SIZE
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; DMA 0 control register.
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; Transfer type 001 = 2 addresses, LH.
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lda #%00000001
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sta DMA0CTRL
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; DMA 0 destination.
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lda #$18 ; Upper-byte is assumed to be $21, so this is $2118 & $2119.
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sta DMA0DST
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; $2116 sets the word address for accessing VRAM.
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ldy #$0000
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sty VMADDR
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; Enable DMA channel 0.
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lda #%00000001
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sta DMAENABLE
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; VRAM writing mode. Increments the address every time we write to $2119.
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lda #%10000000
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sta VMAIN
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; Set word address for accessing VRAM to $6000.
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ldx #$6000 ; BG 2 starts here.
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stx VMADDR
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2015-05-23 22:00:49 +00:00
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ldx #$0004 ; Stick one tile into BG2.
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2015-05-23 18:00:43 +00:00
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stx VMDATA
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; Set up the screen. 16x16 tiles for BG2, 8x8 tiles elsewhere, mode 0.
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lda #%00100000
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sta BGMODE
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; $2108 is the BG2 VRAM location register.
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; This tells it that the BG2 data starts at $6000.
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lda #%01100000
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sta BG2SC
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stz BG12NBA
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; Main screen: enable BG2.
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lda #%00000010
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sta MSENABLE
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rts
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2015-05-22 16:49:40 +00:00
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VBlankHandler:
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jsr VBlankCounter ; DEBUG
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jsr JoypadHandler
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jsr SetBackgroundColor
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2015-05-23 18:00:43 +00:00
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jsr SetPlayerPosition
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2015-05-22 16:49:40 +00:00
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rti
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2015-05-22 17:34:37 +00:00
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2015-05-22 16:49:40 +00:00
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VBlankCounter:
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2015-05-22 17:34:37 +00:00
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; Increment a counter of how many VBlanks we've done.
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2015-05-22 16:49:40 +00:00
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inc $14
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lda $14
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cmp #$00
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bne VBlankCounterDone
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inc $15
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lda $15
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cmp #$00
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bne VBlankCounterDone
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inc $16
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lda $16
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cmp #$00
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bne VBlankCounterDone
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inc $17
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VBlankCounterDone:
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rts
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2015-05-22 17:34:37 +00:00
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2015-05-22 16:49:40 +00:00
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JoypadHandler:
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jsr JoypadDebug ; DEBUG
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JoypadUp:
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2015-05-22 23:39:43 +00:00
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lda JOY1H
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2015-05-22 16:49:40 +00:00
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and #$08 ; Up
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cmp #$08
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bne JoypadDown ; Button not pressed.
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2015-05-23 18:00:43 +00:00
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lda $21
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cmp #0
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2015-05-22 16:49:40 +00:00
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beq JoypadDown ; Value saturated.
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2015-05-23 18:00:43 +00:00
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dec $21
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dec $21
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2015-05-22 16:49:40 +00:00
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JoypadDown:
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2015-05-22 23:39:43 +00:00
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lda JOY1H
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and #$04
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2015-05-22 16:49:40 +00:00
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cmp #$04
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bne JoypadLeft ; Button not pressed.
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2015-05-23 18:00:43 +00:00
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lda $21
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cmp #(224 - 16)
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2015-05-22 16:49:40 +00:00
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beq JoypadLeft ; Value saturated.
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2015-05-23 18:00:43 +00:00
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inc $21
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inc $21
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2015-05-22 16:49:40 +00:00
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JoypadLeft:
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2015-05-22 23:39:43 +00:00
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lda JOY1H
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2015-05-22 16:49:40 +00:00
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and #$02 ; Left
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cmp #$02
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bne JoypadRight ; Button not pressed.
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2015-05-23 18:00:43 +00:00
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lda $20
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2015-05-22 16:49:40 +00:00
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cmp #0
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beq JoypadRight ; Value saturated.
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2015-05-23 18:00:43 +00:00
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dec $20
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dec $20
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2015-05-22 16:49:40 +00:00
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JoypadRight:
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2015-05-22 23:39:43 +00:00
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lda JOY1H
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2015-05-22 16:49:40 +00:00
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and #$01
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cmp #$01 ; Right
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bne JoypadB ; Button not pressed.
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2015-05-23 18:00:43 +00:00
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lda $20
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cmp #(256 - 16)
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2015-05-22 16:49:40 +00:00
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beq JoypadB ; Value saturated.
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2015-05-23 18:00:43 +00:00
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inc $20
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inc $20
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2015-05-22 16:49:40 +00:00
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JoypadB:
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2015-05-22 23:39:43 +00:00
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lda JOY1H
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2015-05-22 16:49:40 +00:00
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and #$80 ; B
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cmp #$80
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2015-05-23 18:00:43 +00:00
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bne JoypadA ; Button not pressed.
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lda $22
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cmp #0
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beq JoypadA ; Value saturated.
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dec $22
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JoypadA:
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lda JOY1L
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and #$80 ; A
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cmp #$80
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2015-05-22 16:49:40 +00:00
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bne JoypadY ; Button not pressed.
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2015-05-23 18:00:43 +00:00
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lda $22
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2015-05-22 16:49:40 +00:00
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cmp #31
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beq JoypadY ; Value saturated.
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2015-05-23 18:00:43 +00:00
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inc $22
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2015-05-22 16:49:40 +00:00
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JoypadY:
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2015-05-22 23:39:43 +00:00
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lda JOY1H
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2015-05-22 16:49:40 +00:00
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and #$40 ; Y
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cmp #$40
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2015-05-23 18:00:43 +00:00
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bne JoypadX ; Button not pressed.
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lda $23
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cmp #0
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beq JoypadX ; Value saturated.
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dec $23
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JoypadX:
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lda JOY1L
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and #$40 ; X
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cmp #$40
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bne JoypadL ; Button not pressed.
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lda $23
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cmp #31
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beq JoypadL ; Value saturated.
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inc $23
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JoypadL:
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lda JOY1L
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and #$20 ; L
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cmp #$20
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bne JoypadR ; Button not pressed.
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lda $24
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2015-05-22 16:49:40 +00:00
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cmp #0
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2015-05-23 18:00:43 +00:00
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beq JoypadR ; Value saturated.
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dec $24
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JoypadR:
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lda JOY1L
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and #$10 ; R
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cmp #$10
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bne JoypadDone ; Button not pressed.
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lda $24
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cmp #31
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2015-05-22 19:09:14 +00:00
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beq JoypadDone ; Value saturated.
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2015-05-23 18:00:43 +00:00
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inc $24
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; TODO(mcmillen): have Start and Select do something too.
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2015-05-22 16:49:40 +00:00
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JoypadDone:
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rts
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2015-05-22 17:34:37 +00:00
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2015-05-22 16:49:40 +00:00
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JoypadDebug:
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; Load joypad registers into RAM for easier inspection.
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2015-05-22 23:39:43 +00:00
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lda JOY1L
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2015-05-22 16:49:40 +00:00
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sta $10
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2015-05-22 23:39:43 +00:00
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lda JOY1H
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2015-05-22 16:49:40 +00:00
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sta $11
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2015-05-22 23:39:43 +00:00
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lda JOY2L
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2015-05-22 16:49:40 +00:00
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sta $12
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2015-05-22 23:39:43 +00:00
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lda JOY2H
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2015-05-22 16:49:40 +00:00
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sta $13
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rts
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2015-05-22 17:34:37 +00:00
|
|
|
|
2015-05-22 16:49:40 +00:00
|
|
|
SetBackgroundColor:
|
2015-05-23 18:00:43 +00:00
|
|
|
; $22 $23 $24 are (R, G, B), each ranging from [0-31].
|
2015-05-22 17:34:37 +00:00
|
|
|
; The palette color format is 15-bit: [0bbbbbgg][gggrrrrr]
|
|
|
|
|
2015-05-23 18:00:43 +00:00
|
|
|
; Set the background color.
|
|
|
|
; Entry 0 corresponds to the SNES background color.
|
|
|
|
stz CGADDR
|
|
|
|
|
2015-05-22 19:09:14 +00:00
|
|
|
; Compute and the low-order byte and store it in CGDATA.
|
2015-05-23 18:00:43 +00:00
|
|
|
lda $23 ; Green.
|
2015-05-22 17:34:37 +00:00
|
|
|
.rept 5
|
|
|
|
asl
|
|
|
|
.endr
|
2015-05-23 18:00:43 +00:00
|
|
|
ora $22 ; Red.
|
2015-05-22 23:39:43 +00:00
|
|
|
sta CGDATA
|
2015-05-22 17:34:37 +00:00
|
|
|
|
2015-05-22 19:09:14 +00:00
|
|
|
; Compute the high-order byte and store it in CGDATA.
|
2015-05-23 18:00:43 +00:00
|
|
|
lda $24 ; Blue.
|
2015-05-22 17:34:37 +00:00
|
|
|
.rept 2
|
|
|
|
asl
|
|
|
|
.endr
|
2015-05-22 16:49:40 +00:00
|
|
|
sta $00
|
2015-05-23 18:00:43 +00:00
|
|
|
lda $23 ; Green.
|
2015-05-22 17:34:37 +00:00
|
|
|
.rept 3
|
|
|
|
lsr
|
|
|
|
.endr
|
2015-05-22 16:49:40 +00:00
|
|
|
ora $00
|
2015-05-22 23:39:43 +00:00
|
|
|
sta CGDATA
|
2015-05-23 18:00:43 +00:00
|
|
|
rts
|
2015-05-22 19:09:14 +00:00
|
|
|
|
2015-05-23 18:00:43 +00:00
|
|
|
|
|
|
|
|
|
|
|
SetPlayerPosition:
|
|
|
|
; Make sure the high byte of A is zeroed out.
|
|
|
|
lda #$00
|
|
|
|
xba
|
|
|
|
; Get player x and convert it to a scroll offset.
|
|
|
|
lda $0020
|
|
|
|
ConvertXCoordinate
|
|
|
|
sta BG2HOFS
|
|
|
|
xba
|
|
|
|
sta BG2HOFS
|
|
|
|
|
|
|
|
; Make sure the high byte of A is zeroed out.
|
|
|
|
lda #$00
|
|
|
|
xba
|
|
|
|
; Get player y and convert it to a scroll offset.
|
|
|
|
lda $0021
|
|
|
|
ConvertYCoordinate
|
|
|
|
sta BG2VOFS
|
|
|
|
xba
|
|
|
|
sta BG2VOFS
|
2015-05-22 16:49:40 +00:00
|
|
|
rts
|
|
|
|
|
|
|
|
|
2015-05-22 17:34:37 +00:00
|
|
|
|
2015-05-22 16:49:40 +00:00
|
|
|
FillScratch:
|
|
|
|
lda #$42 ; B
|
|
|
|
ldx #0
|
|
|
|
FillScratchLoop:
|
|
|
|
sta $00,X
|
|
|
|
inx
|
|
|
|
cpx #$10
|
|
|
|
bne FillScratchLoop
|
|
|
|
rts
|
|
|
|
|
|
|
|
.ENDS
|
2015-05-23 18:00:43 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.BANK 1 SLOT 0
|
|
|
|
.ORG 0
|
|
|
|
.SECTION "TileData"
|
|
|
|
.INCLUDE "tiles.asm"
|
2015-05-23 19:38:27 +00:00
|
|
|
.ENDS
|