Files
nes/game.s

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2026-02-14 18:08:10 -05:00
.segment "HEADER"
INES_MAPPER = 0
INES_MIRROR = 1
INES_SRAM = 0
.byte 'N', 'E', 'S', $1A
.byte $02
.byte $01
.byte INES_MIRROR
.byte (INES_MAPPER & %11110000)
.byte $0, $0, $0, $0, $0, $0, $0, $0
.segment "TILES"
.incbin "background.chr"
.incbin "sprite.chr"
.segment "VECTORS"
.word nmi
.word reset
.word irq
.segment "CODE"
reset:
sei
lda #0
sta $2000
sta $2001
sta $4015
sta $4010
lda #40
sta $4017
cld
ldx #$FF
txs
bit $2002
:
bit $2002
bpl :-
lda #0
ldx #0
:
sta $0000, X
sta $0100, X
sta $0200, X
sta $0300, X
sta $0400, X
sta $0500, X
sta $0600, X
sta $0700, X
inx
bne :-
lda #255
ldx #0
:
sta oam, X
inx
inx
inx
inx
bne :-
:
bit $2002
bpl :-
lda #%10001000
sta $2000
jmp main
.segment "ZEROPAGE"
nmi_lock: .res 1
nmi_count: .res 1
nmi_ready: .res 1
nmt_update_len: .res 1
scroll_x: .res 1
scroll_y: .res 1
scroll_nmt: .res 1
temp: .res 1
.segment "BSS"
nmt_update: .res 256
palette: .res 32
.segment "OAM"
oam: .res 256
.segment "CODE"
nmi:
pha
txa
pha
tya
pha
lda nmi_lock
beq :+
jmp @nmi_end
:
lda #1
sta nmi_lock
lda nmi_ready
bne :+
jmp @ppu_update_end
:
cmp #2
bne :+
lda #%00000000
sta $2001
ldx #0
stx nmi_ready
jmp @ppu_update_end
:
ldx #0
stx $2003
lda #>oam
sta $4014
lda #%10001000
sta $2000
lda $2002
lda #$3F
sta $2006
stx $2006
ldx #0
:
lda palette, X
sta $2007
inx
cpx #32
bcc :-
ldx #0
cpx nmt_update_len
bcs @scroll
@nmt_update_loop:
lda nmt_update, X
sta $2006
inx
lda nmt_update, X
sta $2006
inx
lda nmt_update, X
sta $2007
cpx nmt_update_len
bcc @nmt_update_loop
lda #0
sta nmt_update_len
@scroll:
lda scroll_nmt
and #%00000011
ora #%10001000
sta $2000
lda scroll_x
sta $2005
lda scroll_y
sta $2005
lda #%00011110
sta $2001
ldx #0
stx nmi_ready
@ppu_update_end:
lda #0
sta nmi_lock
@nmi_end:
pla
tay
pla
tax
pla
rti
.segment "CODE"
irq:
rti
.segment "CODE"
ppu_update:
lda #1
sta nmi_ready
:
lda nmi_ready
bne :-
rts
ppu_skip:
lda nmi_count
:
cmp nmi_count
beq :-
rts
ppu_off:
lda #2
sta nmi_ready
:
lda nmi_ready
bne :-
rts
ppu_address_tile:
lda $2002
tya
lsr
lsr
lsr
ora #$20
sta $2006
tya
asl
asl
asl
asl
asl
sta temp
txa
ora temp
sta $2006
rts
ppu_update_tile:
pha
txa
pha
ldx nmt_update_len
tya
lsr
lsr
lsr
ora #$20
sta nmt_update, X
inx
tya
asl
asl
asl
asl
asl
sta temp
pla
ora temp
sta nmt_update, X
inx
pla
sta nmt_update, X
inx
stx nmt_update_len
rts
ppu_update_byte:
pha
tya
pha
ldy nmt_update_len
txa
sta nmt_update, Y
iny
pla
sta nmt_update, Y
iny
pla
sta nmt_update, Y
iny
sty nmt_update_len
rts
PAD_A = $01
PAD_B = $02
PAD_SELECT = $04
PAD_START = $08
PAD_U = $10
PAD_D = $20
PAD_L = $40
PAD_R = $80
.segment "ZEROPAGE"
gamepad: .res 1
.segment "CODE"
; gamepad_poll: this reads the gamepad state into the variable labelled "gamepad"
; This only reads the first gamepad, and also if DPCM samples are played they can
; conflict with gamepad reading, which may give incorrect results.
gamepad_poll:
; strobe the gamepad to latch current button state
lda #1
sta $4016
lda #0
sta $4016
; read 8 bytes from the interface at $4016
ldx #8
:
pha
lda $4016
; combine low two bits and store in carry bit
and #%00000011
cmp #%00000001
pla
; rotate carry into gamepad variable
ror
dex
bne :-
sta gamepad
rts
.segment "RODATA"
example_palette:
.byte $0F,$15,$26,$37 ; bg0 purple/pink
.byte $0F,$09,$19,$29 ; bg1 green
.byte $0F,$01,$11,$21 ; bg2 blue
.byte $0F,$00,$10,$30 ; bg3 greyscale
.byte $0F,$18,$28,$38 ; sp0 yellow
.byte $0F,$14,$24,$34 ; sp1 purple
.byte $0F,$1B,$2B,$3B ; sp2 teal
.byte $0F,$12,$22,$32 ; sp3 marine
.segment "ZEROPAGE"
velocities: .res 8
cursor_x: .res 1
cursor_y: .res 1
temp_x: .res 1
temp_y: .res 1
var_m: .res 1
var_n: .res 1
var_o: .res 1
var_p: .res 1
frame_counter: .res 1
.segment "CODE"
main:
ldx #0
:
lda example_palette, X
sta palette, X
inx
cpx #32
bcc :-
jsr setup_background
jsr ppu_update
lda #$40
sta cursor_x
sta cursor_y
lda #0
sta frame_counter
jsr init_objects
@loop:
@draw:
jsr draw
jsr ppu_update
lda frame_counter
clc
adc #1
sta frame_counter
jmp @loop
init_objects:
lda #0
sta var_n
ldx #0
:
lda var_n
clc
adc #8
sta var_n
sta oam+0, X ; Set Y position
sta oam+3, X ; Set X position
txa
lsr
lsr
sta oam+1, X
tay
lda #0
sta velocities, Y
inx
inx
inx
inx
cpx #(8*4)
bne :-
rts
draw:
lda frame_counter
and #1
cmp #0
bne @end
ldx #0
ldy #0
:
lda velocities, Y
clc
adc #1 ; Add 2 to velocity
sta velocities, Y
lda oam+0, X
clc
adc velocities, Y
sta oam+0, X
cmp #200
bmi :+
lda #245
sta velocities, Y
:
inx
inx
inx
inx
iny
cpy #8
bne :--
@end:
rts
setup_background:
lda $2002 ; reset latch
lda #$20
sta $2006
lda #$00
sta $2006
; empty nametable
lda #0
ldy #30 ; 30 rows
:
ldx #32 ; 32 columns
:
sta $2007
dex
bne :-
dey
bne :--
; set all attributes to 0
ldx #64 ; 64 bytes
:
sta $2007
dex
bne :-
; fill in an area in the middle with 1/2 checkerboard
lda #1
ldy #8 ; start at row 8
:
pha ; temporarily store A, it will be clobbered by ppu_address_tile routine
ldx #8 ; start at column 8
jsr ppu_address_tile
pla ; recover A
ldx #8
:
sta $2007
eor #$3
inx
cpx #(32-8)
bcc :-
eor #$3
iny
cpy #(30-8)
bcc :--
lda #$24
sta $2006
lda #$00
sta $2006
lda #$00
ldy #30
:
ldx #32
:
sta $2007
clc
adc #1
and #3
dex
bne :-
clc
adc #1
and #3
dey
bne :--
lda #0
ldy #4
:
ldx #16
:
sta $2007
dex
bne :-
clc
adc #%01010101
dey
bne :--
rts