Set background color on every frame.
Make some comments more clear.
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@ -53,4 +53,6 @@ EmptyHandler:
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.ENDS
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.ENDS
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; Fills unused areas with $00.
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; This is the opcode for BRK, which will halt the SNES if executed.
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.EMPTYFILL $00
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.EMPTYFILL $00
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18
pewpew.asm
18
pewpew.asm
@ -16,12 +16,7 @@
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Start:
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Start:
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InitSNES ; Initialize SNES.
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InitSNES ; Initialize SNES.
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; Set the background color.
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; $2121 is the color palette selection register [CGADD].
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; Storing 0 because that's the SNES background color.
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stz $2121
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; Turn on the screen.
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; Turn on the screen.
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; $2100: Screen display register [INIDISP]
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; $2100: Screen display register [INIDISP]
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;
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;
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@ -148,7 +143,7 @@ JoypadY:
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bne JoypadDone ; Button not pressed.
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bne JoypadDone ; Button not pressed.
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lda $21
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lda $21
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cmp #0
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cmp #0
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beq JoypadDone
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beq JoypadDone ; Value saturated.
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dec $21
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dec $21
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JoypadDone:
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JoypadDone:
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@ -174,7 +169,7 @@ SetBackgroundColor:
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; $20 $21 $22 are (R, G, B), each ranging from [0-31].
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; $20 $21 $22 are (R, G, B), each ranging from [0-31].
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; The palette color format is 15-bit: [0bbbbbgg][gggrrrrr]
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; The palette color format is 15-bit: [0bbbbbgg][gggrrrrr]
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; Compute and store the low-order byte.
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; Compute and the low-order byte and store it in CGDATA.
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lda $21 ; Green.
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lda $21 ; Green.
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.rept 5
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.rept 5
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asl
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asl
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@ -182,7 +177,7 @@ SetBackgroundColor:
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ora $20 ; Red.
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ora $20 ; Red.
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sta $2122
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sta $2122
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; Compute and store the high-order byte.
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; Compute the high-order byte and store it in CGDATA.
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lda $22 ; Blue.
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lda $22 ; Blue.
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.rept 2
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.rept 2
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asl
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asl
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@ -194,6 +189,11 @@ SetBackgroundColor:
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.endr
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.endr
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ora $00
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ora $00
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sta $2122
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sta $2122
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; Set the background color.
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; $2121 is the color palette selection register [CGADD].
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; Entry 0 corresponds to the SNES background color.
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stz $2121
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rts
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rts
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