controller
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BIN
sprites/mario.chr
Normal file
BIN
sprites/mario.chr
Normal file
Binary file not shown.
116
sprites/sprites.asm
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116
sprites/sprites.asm
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.inesprg 1 ; 1x 16KB PRG code
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.ineschr 1 ; 1x 8KB CHR data
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.inesmap 0 ; mapper 0 = NROM, no bank swapping
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.inesmir 1 ; background mirroring
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;;;;;;;;;;;;;;;
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.bank 0
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.org $C000
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RESET:
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SEI ; disable IRQs
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CLD ; disable decimal mode
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LDX #$40
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STX $4017 ; disable APU frame IRQ
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LDX #$FF
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TXS ; Set up stack
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INX ; now X = 0
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STX $2000 ; disable NMI
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STX $2001 ; disable rendering
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STX $4010 ; disable DMC IRQs
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vblankwait1: ; First wait for vblank to make sure PPU is ready
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BIT $2002
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BPL vblankwait1
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clrmem:
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LDA #$00
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STA $0000, x
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STA $0100, x
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STA $0300, x
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STA $0400, x
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STA $0500, x
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STA $0600, x
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STA $0700, x
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LDA #$FE
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STA $0200, x ;move all sprites off screen
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INX
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BNE clrmem
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vblankwait2: ; Second wait for vblank, PPU is ready after this
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BIT $2002
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BPL vblankwait2
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; ************** NEW CODE ****************
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LoadPalettes:
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LDA $2002 ; read PPU status to reset the high/low latch
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LDA #$3F
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STA $2006 ; write the high byte of $3F00 address
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LDA #$00
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STA $2006 ; write the low byte of $3F00 address
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LDX #$00
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LoadPalettesLoop:
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LDA palette, x ;load palette byte
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STA $2007 ;write to PPU
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INX ;set index to next byte
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CPX #$20
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BNE LoadPalettesLoop ;if x = $20, 32 bytes copied, all done
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LDA #$20
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STA $0200 ; put sprite 0 in center ($80) of screen vert
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STA $0203 ; put sprite 0 in center ($80) of screen horiz
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LDA #$01
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STA $0201 ; tile number = 0
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LDA #$02
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STA $0202 ; color = 0, no flipping
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LDA #%10000000 ; enable NMI, sprites from Pattern Table 0
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STA $2000
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LDA #%00010000 ; enable sprites
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STA $2001
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Forever:
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JMP Forever ;jump back to Forever, infinite loop
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NMI:
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LDA #$00
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STA $2003 ; set the low byte (00) of the RAM address
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LDA #$02
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STA $4014 ; set the high byte (02) of the RAM address, start the transfer
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RTI ; return from interrupt
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;;;;;;;;;;;;;;
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.bank 1
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.org $E000
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palette:
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.db $0F,$31,$32,$33,$0F,$35,$36,$37,$0F,$39,$3A,$3B,$0F,$3D,$3E,$0F
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.db $0F,$1C,$15,$14,$0F,$02,$38,$3C,$0F,$1C,$15,$14,$0F,$02,$38,$3C
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.org $FFFA ;first of the three vectors starts here
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.dw NMI ;when an NMI happens (once per frame if enabled) the
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;processor will jump to the label NMI:
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.dw RESET ;when the processor first turns on or is reset, it will jump
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;to the label RESET:
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.dw 0 ;external interrupt IRQ is not used in this tutorial
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;;;;;;;;;;;;;;
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.bank 2
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.org $0000
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.incbin "mario.chr" ;includes 8KB graphics file from SMB1
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10
sprites/sprites.fns
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10
sprites/sprites.fns
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@@ -0,0 +1,10 @@
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; sprites.asm
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LoadPalettes = $C03D
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Forever = $C073
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palette = $E000
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LoadPalettesLoop = $C04C
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vblankwait1 = $C014
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vblankwait2 = $C038
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clrmem = $C019
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RESET = $C000
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NMI = $C076
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BIN
sprites/sprites.nes
Normal file
BIN
sprites/sprites.nes
Normal file
Binary file not shown.
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