controller

This commit is contained in:
2023-02-21 17:23:20 +01:00
parent 81aa9a42e6
commit 856bdf95e0
10 changed files with 446 additions and 3 deletions

262
controller/controller.asm Normal file
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.inesprg 1 ; 1x 16KB PRG code
.ineschr 1 ; 1x 8KB CHR data
.inesmap 0 ; mapper 0 = NROM, no bank swapping
.inesmir 1 ; background mirroring
;;;;;;;;;;;;;;;
.bank 0
.org $C000
RESET:
SEI ; disable IRQs
CLD ; disable decimal mode
LDX #$40
STX $4017 ; disable APU frame IRQ
LDX #$FF
TXS ; Set up stack
INX ; now X = 0
STX $2000 ; disable NMI
STX $2001 ; disable rendering
STX $4010 ; disable DMC IRQs
vblankwait1: ; First wait for vblank to make sure PPU is ready
BIT $2002
BPL vblankwait1
clrmem:
LDA #$00
STA $0000, x
STA $0100, x
STA $0200, x
STA $0400, x
STA $0500, x
STA $0600, x
STA $0700, x
LDA #$FE
STA $0300, x
INX
BNE clrmem
vblankwait2: ; Second wait for vblank, PPU is ready after this
BIT $2002
BPL vblankwait2
LoadPalettes:
LDA $2002 ; read PPU status to reset the high/low latch
LDA #$3F
STA $2006 ; write the high byte of $3F00 address
LDA #$00
STA $2006 ; write the low byte of $3F00 address
LDX #$00 ; start out at 0
LoadPalettesLoop:
LDA palette, x ; load data from address (palette + the value in x)
; 1st time through loop it will load palette+0
; 2nd time through loop it will load palette+1
; 3rd time through loop it will load palette+2
; etc
STA $2007 ; write to PPU
INX ; X = X + 1
CPX #$20 ; Compare X to hex $10, decimal 16 - copying 16 bytes = 4 sprites
BNE LoadPalettesLoop ; Branch to LoadPalettesLoop if compare was Not Equal to zero
; if compare was equal to 32, keep going down
LoadSprites:
LDX #$00 ; start at 0
LoadSpritesLoop:
LDA sprites, x ; load data from address (sprites + x)
STA $0200, x ; store into RAM address ($0200 + x)
INX ; X = X + 1
CPX #$20 ; Compare X to hex $20, decimal 32
BNE LoadSpritesLoop ; Branch to LoadSpritesLoop if compare was Not Equal to zero
; if compare was equal to 32, keep going down
LDA #%10000000 ; enable NMI, sprites from Pattern Table 1
STA $2000
LDA #%00010000 ; enable sprites
STA $2001
Forever:
JMP Forever ;jump back to Forever, infinite loop
NMI:
LDA #$00
STA $2003 ; set the low byte (00) of the RAM address
LDA #$02
STA $4014 ; set the high byte (02) of the RAM address, start the transfer
LatchController:
LDA #$01
STA $4016
LDA #$00
STA $4016 ; tell both the controllers to latch buttons
SkipSeveralButtons:
; discard input from buttons A, B, Select and Start
LDA $4016
LDA $4016
LDA $4016
LDA $4016
; LoadSpritesLoop:
; LDA sprites, x ; load data from address (sprites + x)
; STA $0200, x ; store into RAM address ($0200 + x)
; INX ; X = X + 1
; CPX #$20 ; Compare X to hex $20, decimal 32
; BNE LoadSpritesLoop ; Branch to LoadSpritesLoop if compare was Not Equal to zero
; ; if compare was equal to 32, keep going down
ReadUp:
LDA $4016 ; player 1 - Up
AND #%00000001 ; only look at bit 0
BEQ ReadUpDone ; branch to ReadBDone if button is NOT pressed (0)
; add instructions here to do something when button IS pressed (1)
LDX #0200
MoveSpritesLoop:
TXA ; load sprite Y position
SEC ; make sure carry flag is set
SBC #$01 ; A = A - 1
SBC #$01 ; A = A - 1
STA ; save sprite Y position
INX
INX
INX
INX
CPX #$10
BNE MoveSpritesLoop
ReadUpDone: ; handling this button is done
ReadDown:
LDA $4016 ; player 1 - Down
AND #%00000001 ; only look at bit 0
BEQ ReadDownDone ; branch to ReadBDone if button is NOT pressed (0)
; add instructions here to do something when button IS pressed (1)
LDA $0200 ; load sprite Y position
CLC
ADC #$01 ; A = A - 1
ADC #$01 ; A = A - 1
STA $0200 ; save sprite Y position
LDA $0204 ; load sprite Y position
CLC
ADC #$01 ; A = A + 1
ADC #$01 ; A = A - 1
STA $0204 ; save sprite Y position
LDA $0208 ; load sprite Y position
CLC
ADC #$01 ; A = A - 1
ADC #$01 ; A = A - 1
STA $0208 ; save sprite Y position
LDA $020C ; load sprite Y position
CLC
ADC #$01 ; A = A - 1
ADC #$01 ; A = A - 1
STA $020C ; save sprite Y position
ReadDownDone: ; handling this button is done
ReadLeft:
LDA $4016 ; player 1 - Right
AND #%00000001 ; only look at bit 0
BEQ ReadLeftDone ; branch to ReadBDone if button is NOT pressed (0)
; add instructions here to do something when button IS pressed (1)
LDA $0203 ; load sprite X position
SEC ; make sure carry flag is set
SBC #$01 ; A = A - 1
SBC #$01 ; A = A - 1
STA $0203 ; save sprite X position
LDA $0207 ; load sprite X position
SEC ; make sure the carry flag is set
SBC #$01 ; A = A + 1
SBC #$01 ; A = A - 1
STA $0207 ; save sprite X position
LDA $020B ; load sprite X position
SEC ; make sure the carry flag is set
SBC #$01 ; A = A + 1
SBC #$01 ; A = A - 1
STA $020B ; save sprite X position
LDA $020F ; load sprite X position
SEC ; make sure the carry flag is set
SBC #$01 ; A = A + 1
SBC #$01 ; A = A - 1
STA $020F ; save sprite X position
ReadLeftDone: ; handling this button is done
ReadRight:
LDA $4016 ; player 1 - Left
AND #%00000001 ; only look at bit 0
BEQ ReadRightDone ; branch to ReadADone if button is NOT pressed (0)
; add instructions here to do something when button IS pressed (1)
LDA $0203 ; load sprite X position
CLC ; make sure the carry flag is clear
ADC #$01 ; A = A + 1
ADC #$01 ; A = A + 1
STA $0203 ; save sprite X position
LDA $0207 ; load sprite X position
CLC ; make sure the carry flag is clear
ADC #$01 ; A = A + 1
ADC #$01 ; A = A + 1
STA $0207 ; save sprite X position
LDA $020B ; load sprite X position
CLC ; make sure the carry flag is clear
ADC #$01 ; A = A + 1
ADC #$01 ; A = A + 1
STA $020B ; save sprite X position
LDA $020F ; load sprite X position
CLC ; make sure the carry flag is clear
ADC #$01 ; A = A + 1
ADC #$01 ; A = A + 1
STA $020F ; save sprite X position
ReadRightDone: ; handling this button is done
RTI ; return from interrupt
;;;;;;;;;;;;;;
.bank 1
.org $E000
palette:
.db $0F,$31,$32,$33,$34,$35,$36,$37,$38,$39,$3A,$3B,$3C,$3D,$3E,$0F
.db $0F,$1C,$15,$14,$31,$02,$38,$3C,$0F,$1C,$15,$14,$31,$02,$38,$3C
mario_sprite_addresses_vert:
.db $00,$04,$08,$0C
mario_sprite_addresses_horiz:
.db $03,$07,$0B,$0F
sprites:
;vert tile attr horiz
.db $80, $32, $00, $80 ;sprite 0
.db $80, $33, $00, $88 ;sprite 1
.db $88, $34, $00, $80 ;sprite 2
.db $88, $35, $00, $88 ;sprite 3
.org $FFFA ;first of the three vectors starts here
.dw NMI ;when an NMI happens (once per frame if enabled) the
;processor will jump to the label NMI:
.dw RESET ;when the processor first turns on or is reset, it will jump
;to the label RESET:
.dw 0 ;external interrupt IRQ is not used in this tutorial
;;;;;;;;;;;;;;
.bank 2
.org $0000
.incbin "mario.chr" ;includes 8KB graphics file from SMB1

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controller/controller.fns Normal file
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; controller.asm
LoadSpritesLoop = $C059
LoadPalettes = $C03D
LatchController = $C07B
Forever = $C06E
palette = $E000
ReadLeftDone = $C10E
LoadPalettesLoop = $C04C
ReadUp = $C091
ReadDown = $C0A8
ReadRightDone = $C141
ReadDownDone = $C0DB
SkipSeveralButtons = $C085
LoadSprites = $C057
vblankwait1 = $C014
ReadUpDone = $C0A8
vblankwait2 = $C038
clrmem = $C019
RESET = $C000
sprites = $E028
ReadLeft = $C0DB
mario_sprite_addresses_vert = $E020
NMI = $C071
ReadRight = $C10E
MoveSpritesLoop = $C09A
mario_sprite_addresses_horiz = $E024

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controller/controller.nes Normal file

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controller/mario.chr Normal file

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