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Add pcx2snes to build script.

main
Colin McMillen 9 years ago
parent
commit
77ee989fb0
  1. 1
      build.bat
  2. 6
      pewpew.asm
  3. 4
      tiles.asm

1
build.bat

@ -1,4 +1,5 @@
@echo off
pcx2snes tiles.pcx -otiles.asm -b2 -nTile -d
wla-65816 -o pewpew.asm pewpew.o
wlalink -vr wlalink.cfg pewpew.smc
del *.o

6
pewpew.asm

@ -116,16 +116,16 @@ LoadPaletteAndTileData:
lda #32 ; Palette entries for BG2 start at 32.
sta CGADDR
-
lda.l UntitledPalette, x
lda.l TilePalette, x
sta CGDATA
inx
cpx #8 ; 8 bytes of palette data.
bne -
; DMA 0 source address & bank.
ldx #UntitledData
ldx #TileData
stx DMA0SRC
lda #:UntitledData
lda #:TileData
sta DMA0SRCBANK
; DMA 0 transfer size.
; See the helpful comment in tiles.asm to find the size of the tile data.

4
tiles.asm

@ -1,6 +1,6 @@
; Created with eKid's pcx2snes converter ;
UntitledData:
TileData:
.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 $07, $00, $18, $07, $20, $1F, $4C, $33, $50, $2F, $86, $79, $86, $79, $80, $7F
@ -26,7 +26,7 @@ UntitledData:
.db $80, $00, $80, $00, $80, $00, $80, $00, $80, $00, $80, $00, $80, $00, $80, $00
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
UntitledPalette:
TilePalette:
.db $1F, $7C, $00, $00, $FF, $7F, $1F, $02
; 24 tiles (8 spaces)

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