Add an airplane tile.
This commit is contained in:
parent
41155fadec
commit
788d4a884b
23
pewpew.asm
23
pewpew.asm
@ -70,12 +70,18 @@ Start:
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; Write something recognizable into our scratch space.
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jsr FillScratch
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; Start the background color as a lime green.
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lda #31
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sta $23
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; Start the background color as a sky blue.
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lda #16
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sta $23
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lda #31
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sta $24
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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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MainLoop:
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@ -110,19 +116,20 @@ LoadPaletteAndTileData:
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lda #32 ; Palette entries for BG2 start at 32.
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sta CGADDR
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-
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lda.l PaletteData, x
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lda.l UntitledPalette, x
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sta CGDATA
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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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; DMA 0 source address & bank.
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ldx #TileData
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ldx #UntitledData
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stx DMA0SRC
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lda #:TileData
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lda #:UntitledData
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sta DMA0SRCBANK
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; DMA 0 transfer size.
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ldy #320 ; See the helpful comment in face.asm.
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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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sty DMA0SIZE
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; DMA 0 control register.
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; Transfer type 001 = 2 addresses, LH.
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@ -144,7 +151,7 @@ LoadPaletteAndTileData:
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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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ldx #$0002 ; Stick one tile into BG2.
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ldx #$0004 ; Stick one tile into BG2.
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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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20
tiles.asm
20
tiles.asm
@ -1,13 +1,13 @@
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; Created with eKid's pcx2snes converter ;
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TileData:
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UntitledData:
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $07, $00, $18, $07, $20, $1F, $4C, $33, $50, $2F, $86, $79, $86, $79, $80, $7F
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.db $E0, $00, $18, $E0, $04, $F8, $32, $CC, $0A, $F4, $61, $9E, $61, $9E, $01, $FE
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $10, $00, $28, $10, $A8, $90, $64, $58, $E3, $DC, $30, $0F, $AC, $93, $60, $5F
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.db $00, $00, $00, $00, $00, $00, $F8, $00, $80, $00, $70, $80, $0E, $F0, $01, $FE
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.db $80, $00, $80, $00, $80, $00, $80, $00, $80, $00, $80, $00, $80, $00, $80, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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@ -21,9 +21,13 @@ TileData:
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $80, $7F, $9F, $60, $9F, $6F, $4F, $37, $47, $38, $20, $1F, $18, $07, $07, $00
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.db $01, $FE, $F9, $06, $F9, $F6, $F2, $EC, $E2, $1C, $04, $F8, $18, $E0, $E0, $00
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.db $60, $5F, $AC, $93, $30, $0F, $E3, $DC, $64, $58, $A8, $90, $28, $10, $10, $00
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.db $01, $FE, $0E, $F0, $70, $80, $80, $00, $F8, $00, $00, $00, $00, $00, $00, $00
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.db $80, $00, $80, $00, $80, $00, $80, $00, $80, $00, $80, $00, $80, $00, $80, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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PaletteData:
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.db $1F, $7C, $00, $00, $FF, $7F, $1F, $00
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UntitledPalette:
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.db $1F, $7C, $00, $00, $FF, $7F, $1F, $02
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; 20 tiles (12 spaces)
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; 320 bytes
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; 24 tiles (8 spaces)
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; 384 bytes
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