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More realistic background.

main
Colin McMillen 9 years ago
parent
commit
fe0ae0d008
  1. 63
      pewpew.asm
  2. 2
      registers.asm
  3. 20
      tiles.asm
  4. BIN
      tiles.pcx

63
pewpew.asm

@ -54,9 +54,9 @@ Start:
jsr LoadPaletteAndTileData
jsr InitializeSpriteTables
; Set screen mode: 16x16 tiles for BG2, 8x8 tiles elsewhere, mode 0.
lda #%00100000
sta BGMODE
; Set screen mode: 16x16 tiles for backgrounds, mode 0.
lda #%11110000
sta SCREENMODE
; Set sprite size to 16x16 (small) and 32x32 (large).
lda #%01100000
@ -87,10 +87,8 @@ Start:
; Write something recognizable into our scratch space.
jsr FillScratch
; Start the background color as a sky blue.
lda #16
sta $23
lda #31
; Start the background color as a dark blue.
lda #4
sta $24
; Player's initial starting location.
@ -202,6 +200,13 @@ LoadPaletteAndTileData:
lda #%00000001
sta DMAENABLE
; Tell the system that the BG2 tilemap starts at $4000.
lda #%00100000
sta BG2TILEMAP
; ... and that the background tile data for BG1 & BG2 starts at $2000.
lda #%00010001
sta BG12NBA
; Set up the BG2 tilemap.
; VRAM write mode: increments the address every time we write a word.
lda #%10000000
@ -210,21 +215,38 @@ LoadPaletteAndTileData:
ldx #$2000 ; BG 2 tilemap starts here. (Byte address $4000.)
stx VMADDR
; Now write entries into the tile map.
; We have only a couple tiles, but we set the invert horizontal/vertical
; bits so that we get more variation. We also do 7 tiles per loop -- since
; the tile map is 32 entries wide, this means that successive rows end up
; looking different.
ldy #0
-
ldx #$0002 ; Write one tile into the map.
ldx #$0002
stx VMDATA
iny
ldx #$0004
stx VMDATA
iny
ldx #$4002
stx VMDATA
iny
ldx #$8002
stx VMDATA
iny
ldx #$8004
stx VMDATA
iny
cpy #1024 ; The tile map is 32x32 (1024 entries).
ldx #$A002
stx VMDATA
iny
ldx #$A004
stx VMDATA
iny
; The tile map is 32x32 (1024 entries).
; This is the next multiple of 7 above that.
cpy #1029
bne -
; The BG2 tilemap starts at $4000.
lda #%00100000
sta BG2TILEMAP
; Background tile data for BG1 & BG2 starts at $2000.
lda #%00010001
sta BG12NBA
rts
@ -475,11 +497,18 @@ UpdateGraphics:
and #%11111110
sta $0300
; Make the background scroll.
; Make the background scroll. Horizontal over time; vertical depending on
; player's y-coordinate.
lda $14
sta BG2HOFS
lda $15
sta BG2HOFS
lda $21
.rept 3
lsr
.endr
sta BG2VOFS
stz BG2VOFS
rts

2
registers.asm

@ -48,7 +48,7 @@
; d: BG1 tile size (0=8x8, 1=16x16).
; e: Highest priority for BG3 in MODE 1.
; f: MODE definition.
.define BGMODE $2105
.define SCREENMODE $2105
; $2107-210A: BG1-4 tilemap registers [BGxSC]
; xxxxxxab x: Base address (in VRAM, shifted left 11 bits).

20
tiles.asm

@ -3,12 +3,10 @@
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
.db $E0, $00, $18, $E0, $04, $F8, $32, $CC, $0A, $F4, $61, $9E, $61, $9E, $01, $FE
.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, $20, $00, $00, $00, $00
.db $00, $00, $00, $00, $00, $10, $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, $04
.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
@ -19,11 +17,13 @@ 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 $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
.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, $08, $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 $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
TilePalette:

BIN
tiles.pcx

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