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

117 lines
2.8 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 $0300, x
STA $0400, x
STA $0500, x
STA $0600, x
STA $0700, x
LDA #$FE
STA $0200, x ;move all sprites off screen
INX
BNE clrmem
vblankwait2: ; Second wait for vblank, PPU is ready after this
BIT $2002
BPL vblankwait2
; ************** NEW CODE ****************
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
LoadPalettesLoop:
LDA palette, x ;load palette byte
STA $2007 ;write to PPU
INX ;set index to next byte
CPX #$20
BNE LoadPalettesLoop ;if x = $20, 32 bytes copied, all done
LDA #$20
STA $0200 ; put sprite 0 in center ($80) of screen vert
STA $0203 ; put sprite 0 in center ($80) of screen horiz
LDA #$01
STA $0201 ; tile number = 0
LDA #$02
STA $0202 ; color = 0, no flipping
LDA #%10000000 ; enable NMI, sprites from Pattern Table 0
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
RTI ; return from interrupt
;;;;;;;;;;;;;;
.bank 1
.org $E000
palette:
.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
.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