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Add an airplane tile.

main
Colin McMillen 9 years ago
parent
commit
788d4a884b
  1. 23
      pewpew.asm
  2. 20
      tiles.asm
  3. BIN
      tiles.pcx

23
pewpew.asm

@ -70,12 +70,18 @@ Start:
; Write something recognizable into our scratch space.
jsr FillScratch
; Start the background color as a lime green.
lda #31
sta $23
; Start the background color as a sky blue.
lda #16
sta $23
lda #31
sta $24
; Player's initial starting location.
lda #(256 / 4)
sta $20
lda #((224 - 8) / 2)
sta $21
MainLoop:
@ -110,19 +116,20 @@ LoadPaletteAndTileData:
lda #32 ; Palette entries for BG2 start at 32.
sta CGADDR
-
lda.l PaletteData, x
lda.l UntitledPalette, x
sta CGDATA
inx
cpx #8 ; 8 bytes of palette data.
bne -
; DMA 0 source address & bank.
ldx #TileData
ldx #UntitledData
stx DMA0SRC
lda #:TileData
lda #:UntitledData
sta DMA0SRCBANK
; DMA 0 transfer size.
ldy #320 ; See the helpful comment in face.asm.
; See the helpful comment in tiles.asm to find the size of the tile data.
ldy #384
sty DMA0SIZE
; DMA 0 control register.
; Transfer type 001 = 2 addresses, LH.
@ -144,7 +151,7 @@ LoadPaletteAndTileData:
; Set word address for accessing VRAM to $6000.
ldx #$6000 ; BG 2 starts here.
stx VMADDR
ldx #$0002 ; Stick one tile into BG2.
ldx #$0004 ; Stick one tile into BG2.
stx VMDATA
; Set up the screen. 16x16 tiles for BG2, 8x8 tiles elsewhere, mode 0.

20
tiles.asm

@ -1,13 +1,13 @@
; Created with eKid's pcx2snes converter ;
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 $07, $00, $18, $07, $20, $1F, $4C, $33, $50, $2F, $86, $79, $86, $79, $80, $7F
.db $E0, $00, $18, $E0, $04, $F8, $32, $CC, $0A, $F4, $61, $9E, $61, $9E, $01, $FE
.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 $10, $00, $28, $10, $A8, $90, $64, $58, $E3, $DC, $30, $0F, $AC, $93, $60, $5F
.db $00, $00, $00, $00, $00, $00, $F8, $00, $80, $00, $70, $80, $0E, $F0, $01, $FE
.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
.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
@ -21,9 +21,13 @@ TileData:
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $80, $7F, $9F, $60, $9F, $6F, $4F, $37, $47, $38, $20, $1F, $18, $07, $07, $00
.db $01, $FE, $F9, $06, $F9, $F6, $F2, $EC, $E2, $1C, $04, $F8, $18, $E0, $E0, $00
.db $60, $5F, $AC, $93, $30, $0F, $E3, $DC, $64, $58, $A8, $90, $28, $10, $10, $00
.db $01, $FE, $0E, $F0, $70, $80, $80, $00, $F8, $00, $00, $00, $00, $00, $00, $00
.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
PaletteData:
.db $1F, $7C, $00, $00, $FF, $7F, $1F, $00
UntitledPalette:
.db $1F, $7C, $00, $00, $FF, $7F, $1F, $02
; 20 tiles (12 spaces)
; 320 bytes
; 24 tiles (8 spaces)
; 384 bytes

BIN
tiles.pcx

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