Files
nes_hacking/palette/palette.asm
2023-02-21 17:23:20 +01:00

122 lines
3.4 KiB
NASM

.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
; get ready to write to the palettes in the PPU
LDA $2002 ; read PPU status to reset the high/low byte
LDA #$3F ; load the high byte of the addres #3F10
STA $2006 ; store that high byte
LDA #$10 ; load the low byte of the addres #3F10
STA $2006 ; store that low byte
; a succinct way of defining colors for pushing into the palettes
PaletteData:
.db $0F,$31,$32,$33,$0F,$35,$36,$37,$0F,$39,$3A,$3B,$0F,$3D,$3E,$0F
.db $0F,$1C,$15,$14,$0F,$02,$38,$3C,$0F,$1C,$15,$14,$0F,$02,$38,$3C
LDX #$00
; using a loop, load the values stored in PaletteData into the background and sprite palettes
LoadPalettesLoop:
LDA PaletteData, x
STA $2007 ; store the value of the Accumulator in the next memory slot in the PPU (referred to by this 'port' located at $2007)
INX ; incrementing
CPX #$20 ; is X == 32?
BNE LoadPalettesLoop
; load sprites
LDA #$00
STA $2003 ; set the low byte of the RAM address
LDA #$02
STA $4014 ; set the high byte of the RAM address
; the DMA (direct memory address) transfer will start automatically after the above is executed.
;
; each sprite needs 4 bytes of data for its position and tile info:
; 1. Y position (vertical) -- $00 is the top, $EF is the bottom
; 2. tile number (0 to 256)
; 3. attributes (color and display info)
; 7 flip vertical
; 6 flip horiz
; 5 priority (0: in front of BG, 1: behind it)
; 1 and 0: color palette of sprite -- choose four of the 16 colors
; 4. X position (horiz)
; there are 64 bytes of sprite memory, four bytes for each of the 16 sprites. They're located at $0200-$02FF.
;
; set up the sprite data
;
LDA #$80
STA $0200 ; put sprite 0 in center ($80) of screen vertically
STA $0203 ; put sprite 0 in center ($80) of screen horizontally
LDA #$00
STA $0201 ; tile number = 0
STA $0202 ; color palette = 0, no flipping
NMI:
Forever:
JMP Forever ;jump back to Forever, infinite loop
;;;;;;;;;;;;;;
.bank 1
.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