Simple SNES shoot-'em-up game.
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; Definitions of commonly-used special memory addresses. ; ; These are commonly called "registers" in online documentation, even though ; that feels like a misnomer; these aren't necessarily hardware registers in ; the same sense as PC, A, X, Y, and so on. Despite that, I call them ; "registers" too, since that's what everyone else calls them. ; ; Where possible, I have named these register definitions in the same way that ; they're named in Yoshi's venerable snes.txt document.
; $2100: Screen display register [INIDISP] ; Format: x000bbbb ; x: 0 = screen on, 1 = screen off, bbbb: Brightness ($0-$F) .define INIDISP $2100
; $2121: Color palette selection register [CGADD] ; Entry 0 corresponds to the SNES background color. .define CGADD $2121
; $2122: Color data register [CGDATA] ; The palette color format is 15-bit: [0bbbbbgg][gggrrrrr]. ; You will typically write to this register twice in a row: first for the ; low-order byte (containing green and red) and then for the high-order byte ; (containing blue and green). .define CGDATA $2122
; $4200: Counter enable [NMITIMEN] ; n-vh---j n: NMI interrupt enable v: vertical counter enable ; h: horizontal counter enable j: joypad enable .define NMITIMEN $4200
; $4218: Joypad #1 status [JOY1L] ; Format: AXLR0000 .define JOY1L $4218
; $4219: Joypad #1 status [JOY1H] ; Format: BYsSudlr (s=select, S=start, udlr = joypad) .define JOY1H $4219
; $421A: Joypad #2 status [JOY2L] ; Format: AXLR0000 .define JOY2L $421A
; $421B: Joypad #2 status [JOY2H] ; Format: BYsSudlr (s=select, S=start, udlr = joypad) .define JOY2H $421B
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