Add a "ship" and let the player move around.
This includes some tile / palette data in a separate file and some code for DMA'ing that data into VRAM. This is used to render a "ship" (white circle) that the player can move around with the D-Pad. Added a whole bunch of named registers (& documentation for them) to registers.asm.
This commit is contained in:
parent
1925869fb6
commit
2da42f1eb1
@ -2,7 +2,7 @@
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;- Standard SNES initialization routine, originally by Neviksti
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;- Standard SNES initialization routine, originally by Neviksti
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;------------------------------------------------------------------------
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;------------------------------------------------------------------------
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.MACRO InitSNES
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.MACRO InitializeSNES
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sei ;disable interrupts
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sei ;disable interrupts
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clc ;switch to native mode
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clc ;switch to native mode
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xce
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xce
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@ -12,7 +12,7 @@
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.SNESHEADER
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.SNESHEADER
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ID "SNES"
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ID "SNES"
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NAME "PEW PEW " ; Program title. Should be 21 bytes long;
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NAME "PEW! PEW! " ; Program title. Should be 21 bytes long;
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; "123456789012345678901" ; use spaces for unused bytes of the name.
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; "123456789012345678901" ; use spaces for unused bytes of the name.
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SLOWROM
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SLOWROM
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244
pewpew.asm
244
pewpew.asm
@ -2,6 +2,34 @@
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.INCLUDE "InitSNES.asm"
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.INCLUDE "InitSNES.asm"
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.INCLUDE "registers.asm"
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.INCLUDE "registers.asm"
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; The JSR and RTS instructions add a total of 12 cycles of overhead. For
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; short, commonly-used functions, it makes sense to declare them as macros,
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; which get inlined by the assembler at the point of use. This saves on
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; CPU cycles, at the cost of code size.
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.MACRO ConvertXCoordinate
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; Data in: world x-coordinate, in A register.
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; Data out: SNES scroll data, in C (the 16-bit A register).
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rep #%00100000 ; 16-bit A
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eor #$FFFF ; Flip bits
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ina
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sep #%00100000 ; 8-bit A
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.ENDM
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.MACRO ConvertYCoordinate
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; Data in: world y-coordinate, in A register.
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; Data out: SNES scroll data, in C (the 16-bit A register).
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rep #%00100000 ; 16-bit A
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eor #$FFFF ; Flip bits
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sep #%00100000 ; 8-bit A
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.ENDM
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.BANK 0 SLOT 0
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.BANK 0 SLOT 0
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.ORG 0
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.ORG 0
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.SECTION "MainCode"
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.SECTION "MainCode"
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@ -9,13 +37,17 @@
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; Memory layout:
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; Memory layout:
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; 00-0F: scratch space for functions.
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; 00-0F: scratch space for functions.
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; 10-13: controller state.
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; 10-11: controller state of joypad #1.
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; 12-13: controller state of joypad #2.
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; 14-17: 32-bit counter of vblanks.
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; 14-17: 32-bit counter of vblanks.
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; 20-22: RGB color values to use for background color, from [0-31].
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; 20-21: (x, y) coordinates of player.
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; 22-24: RGB color values to use for background color, from [0-31].
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Start:
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Start:
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InitSNES ; Initialize SNES.
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InitializeSNES
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jsr LoadPaletteAndTileData
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; Turn on the screen.
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; Turn on the screen.
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; Format: x000bbbb
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; Format: x000bbbb
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@ -26,7 +58,7 @@ Start:
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; Enable NMI interrupt & joypad.
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; Enable NMI interrupt & joypad.
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; n-vh---j n: NMI interrupt enable v: vertical counter enable
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; n-vh---j n: NMI interrupt enable v: vertical counter enable
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; h: horizontal counter enable j: joypad enable
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; h: horizontal counter enable j: joypad enable
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lda #$81
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lda #%10000001
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sta NMITIMEN
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sta NMITIMEN
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; Store zeroes to the controller status registers.
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; Store zeroes to the controller status registers.
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@ -38,6 +70,10 @@ Start:
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; Write something recognizable into our scratch space.
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; Write something recognizable into our scratch space.
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jsr FillScratch
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jsr FillScratch
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; Start the background color as a dark blue.
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lda #16
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sta $24
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MainLoop:
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MainLoop:
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@ -46,11 +82,77 @@ MainLoop:
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LoadPaletteAndTileData:
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; 16-bit X/Y registers. Used for DMA source address & transfer size, both of
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; which want 16-bit values.
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; TODO(mcmillen): change back to 8-bit when we're done?
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rep #%00010000
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; 8-bit A/B registers. Used for DMA source bank & destination address.
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sep #%00100000
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; We only need one palette entry, so we just initialize it manually.
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; We could also do this with a DMA transfer (like we do with the tile data
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; below), but it seems overkill for just one entry :)
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lda #34 ; Set the 34th palette entry.
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sta CGADDR
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lda.l PaletteData
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sta CGDATA
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lda.l PaletteData + 1
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sta CGDATA
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; DMA 0 source address & bank.
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ldx #TileData
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stx DMA0SRC
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lda #:TileData
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sta DMA0SRCBANK
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; DMA 0 transfer size.
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ldy #(15 * 16 *2) ; Also see the helpful "480 bytes" comment in tiles.asm.
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sty DMA0SIZE
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; DMA 0 control register.
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; Transfer type 001 = 2 addresses, LH.
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lda #%00000001
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sta DMA0CTRL
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; DMA 0 destination.
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lda #$18 ; Upper-byte is assumed to be $21, so this is $2118 & $2119.
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sta DMA0DST
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; $2116 sets the word address for accessing VRAM.
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ldy #$0000
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sty VMADDR
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; Enable DMA channel 0.
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lda #%00000001
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sta DMAENABLE
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; VRAM writing mode. Increments the address every time we write to $2119.
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lda #%10000000
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sta VMAIN
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; Set word address for accessing VRAM to $6000.
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ldx #$6000 ; BG 2 starts here.
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stx VMADDR
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ldx #$000A ; Stick one tile into BG2.
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stx VMDATA
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; Set up the screen. 16x16 tiles for BG2, 8x8 tiles elsewhere, mode 0.
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lda #%00100000
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sta BGMODE
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; $2108 is the BG2 VRAM location register.
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; This tells it that the BG2 data starts at $6000.
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lda #%01100000
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sta BG2SC
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stz BG12NBA
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; Main screen: enable BG2.
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lda #%00000010
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sta MSENABLE
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rts
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VBlankHandler:
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VBlankHandler:
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jsr VBlankCounter ; DEBUG
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jsr VBlankCounter ; DEBUG
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jsr JoypadHandler
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jsr JoypadHandler
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jsr SetBackgroundColor
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jsr SetBackgroundColor
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; jsr FillScratch ; DEBUG
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jsr SetPlayerPosition
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rti
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rti
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@ -76,72 +178,113 @@ VBlankCounterDone:
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JoypadHandler:
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JoypadHandler:
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; $4218: Joypad #1 status [JOY1L]
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; Format: AXLR0000
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; $4219: Joypad #1 status [JOY1H]
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; Format: BYsSudlr (s=select, S=start, udlr = joypad)
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jsr JoypadDebug ; DEBUG
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jsr JoypadDebug ; DEBUG
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; TODO(mcmillen): read joypad from local memory instead of registers?
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JoypadUp:
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JoypadUp:
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lda JOY1H
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lda JOY1H
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and #$08 ; Up
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and #$08 ; Up
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cmp #$08
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cmp #$08
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bne JoypadDown ; Button not pressed.
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bne JoypadDown ; Button not pressed.
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lda $20
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lda $21
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cmp #31
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cmp #0
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beq JoypadDown ; Value saturated.
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beq JoypadDown ; Value saturated.
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inc $20
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dec $21
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dec $21
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JoypadDown:
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JoypadDown:
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lda JOY1H
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lda JOY1H
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and #$04
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and #$04
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cmp #$04
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cmp #$04
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bne JoypadLeft ; Button not pressed.
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bne JoypadLeft ; Button not pressed.
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lda $20
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lda $21
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cmp #0
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cmp #(224 - 16)
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beq JoypadLeft ; Value saturated.
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beq JoypadLeft ; Value saturated.
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dec $20
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inc $21
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inc $21
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JoypadLeft:
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JoypadLeft:
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lda JOY1H
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lda JOY1H
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and #$02 ; Left
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and #$02 ; Left
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cmp #$02
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cmp #$02
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bne JoypadRight ; Button not pressed.
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bne JoypadRight ; Button not pressed.
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lda $22
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lda $20
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cmp #0
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cmp #0
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beq JoypadRight ; Value saturated.
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beq JoypadRight ; Value saturated.
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dec $22
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dec $20
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dec $20
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JoypadRight:
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JoypadRight:
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lda JOY1H
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lda JOY1H
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and #$01
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and #$01
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cmp #$01 ; Right
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cmp #$01 ; Right
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bne JoypadB ; Button not pressed.
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bne JoypadB ; Button not pressed.
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lda $22
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lda $20
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cmp #31
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cmp #(256 - 16)
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beq JoypadB ; Value saturated.
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beq JoypadB ; Value saturated.
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inc $22
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inc $20
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inc $20
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JoypadB:
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JoypadB:
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lda JOY1H
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lda JOY1H
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and #$80 ; B
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and #$80 ; B
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cmp #$80
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cmp #$80
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bne JoypadA ; Button not pressed.
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lda $22
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cmp #0
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beq JoypadA ; Value saturated.
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dec $22
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JoypadA:
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lda JOY1L
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and #$80 ; A
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cmp #$80
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bne JoypadY ; Button not pressed.
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bne JoypadY ; Button not pressed.
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lda $21
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lda $22
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cmp #31
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cmp #31
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beq JoypadY ; Value saturated.
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beq JoypadY ; Value saturated.
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inc $21
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inc $22
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JoypadY:
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JoypadY:
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lda JOY1H
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lda JOY1H
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and #$40 ; Y
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and #$40 ; Y
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cmp #$40
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cmp #$40
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bne JoypadDone ; Button not pressed.
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bne JoypadX ; Button not pressed.
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lda $21
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lda $23
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cmp #0
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cmp #0
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beq JoypadX ; Value saturated.
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dec $23
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JoypadX:
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lda JOY1L
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and #$40 ; X
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cmp #$40
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bne JoypadL ; Button not pressed.
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lda $23
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cmp #31
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beq JoypadL ; Value saturated.
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inc $23
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JoypadL:
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lda JOY1L
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and #$20 ; L
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cmp #$20
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bne JoypadR ; Button not pressed.
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lda $24
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cmp #0
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beq JoypadR ; Value saturated.
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dec $24
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JoypadR:
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lda JOY1L
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and #$10 ; R
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cmp #$10
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bne JoypadDone ; Button not pressed.
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lda $24
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cmp #31
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beq JoypadDone ; Value saturated.
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beq JoypadDone ; Value saturated.
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dec $21
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inc $24
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; TODO(mcmillen): have Start and Select do something too.
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JoypadDone:
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JoypadDone:
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rts
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rts
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@ -163,34 +306,57 @@ JoypadDebug:
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SetBackgroundColor:
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SetBackgroundColor:
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; $20 $21 $22 are (R, G, B), each ranging from [0-31].
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; $22 $23 $24 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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; Set the background color.
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; Entry 0 corresponds to the SNES background color.
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stz CGADDR
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; Compute and the low-order byte and store it in CGDATA.
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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 $23 ; 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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.endr
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.endr
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ora $20 ; Red.
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ora $22 ; Red.
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sta CGDATA
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sta CGDATA
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; Compute the high-order byte and store it in CGDATA.
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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 $24 ; 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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.endr
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.endr
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sta $00
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sta $00
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lda $21 ; Green.
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lda $23 ; Green.
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.rept 3
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.rept 3
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lsr
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lsr
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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 CGDATA
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sta CGDATA
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rts
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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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SetPlayerPosition:
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stz CGADD
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; Make sure the high byte of A is zeroed out.
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lda #$00
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xba
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; Get player x and convert it to a scroll offset.
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lda $0020
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ConvertXCoordinate
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sta BG2HOFS
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xba
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sta BG2HOFS
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; Make sure the high byte of A is zeroed out.
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lda #$00
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xba
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; Get player y and convert it to a scroll offset.
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lda $0021
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ConvertYCoordinate
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sta BG2VOFS
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xba
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sta BG2VOFS
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rts
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rts
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@ -206,3 +372,11 @@ FillScratchLoop:
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rts
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rts
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.ENDS
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.ENDS
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.BANK 1 SLOT 0
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.ORG 0
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.SECTION "TileData"
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.INCLUDE "tiles.asm"
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.ENDS
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136
registers.asm
136
registers.asm
@ -5,17 +5,98 @@
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; the same sense as PC, A, X, Y, and so on. Despite that, I call them
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; the same sense as PC, A, X, Y, and so on. Despite that, I call them
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; "registers" too, since that's what everyone else calls them.
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; "registers" too, since that's what everyone else calls them.
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;
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;
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; Where possible, I have named these register definitions in the same way that
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; I've often named these register definitions in the same way that they're
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; they're named in Yoshi's venerable snes.txt document.
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; named in Yoshi's venerable snes.txt document. In some cases (where the
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; mnemonic is too obscure) I've invented a different name. In particular,
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; I've changed "ADD" to "ADDR" to reduce possible confusion between "addresses"
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; and "addition". The original name from Yoshi's doc is still listed in
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; brackets, like [CGADD], for easy cross-referencing.
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;
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; I've also heavily borrowed from Yoshi's descriptions of what these registers
|
||||||
|
; do, though in many cases I've clarified / simplified the descriptions based
|
||||||
|
; on my own understanding, or simply reformatted them a bit.
|
||||||
|
|
||||||
; $2100: Screen display register [INIDISP]
|
; $2100: Screen display initialization [INIDISP]
|
||||||
; Format: x000bbbb
|
; Format: x000bbbb
|
||||||
; x: 0 = screen on, 1 = screen off, bbbb: Brightness ($0-$F)
|
; x: 0 = screen on, 1 = screen off, bbbb: Brightness ($0-$F)
|
||||||
.define INIDISP $2100
|
.define INIDISP $2100
|
||||||
|
|
||||||
|
; $2105: Screen mode register [BGMODE]
|
||||||
|
; abcdefff a: BG4 tile size (0=8x8, 1=16x16).
|
||||||
|
; b: BG3 tile size (0=8x8, 1=16x16).
|
||||||
|
; c: BG2 tile size (0=8x8, 1=16x16).
|
||||||
|
; d: BG1 tile size (0=8x8, 1=16x16).
|
||||||
|
; e: Highest priority for BG3 in MODE 1.
|
||||||
|
; f: MODE definition.
|
||||||
|
.define BGMODE $2105
|
||||||
|
|
||||||
|
; $2107-210A: BG1-4 VRAM location registers [BGxSC]
|
||||||
|
; xxxxxxab x: Base address
|
||||||
|
; ab: SC size
|
||||||
|
.define BG1SC $2107
|
||||||
|
.define BG2SC $2108
|
||||||
|
.define BG3SC $2109
|
||||||
|
.define BG4SC $210A
|
||||||
|
|
||||||
|
; $210B: BG1 & BG2 VRAM location register [BG12NBA]
|
||||||
|
; $210C: BG3 & BG4 VRAM location register [BG34NBA]
|
||||||
|
; aaaabbbb a: Base address for BG2 (or BG4).
|
||||||
|
; b: Base address for BG1 (or BG3).
|
||||||
|
.define BG12NBA $210B
|
||||||
|
.define BG34NBA $210C
|
||||||
|
|
||||||
|
; BG1 horizontal scroll offset. [BG1HOFS]
|
||||||
|
; BG1 vertical scroll offset. [BG1VOFS]
|
||||||
|
; ... and similar registers for BG2-4.
|
||||||
|
; Write to all of these twice, as they want 2 bytes of data.
|
||||||
|
; mmmmmaaa aaaaaaaa a: Horizontal offset.
|
||||||
|
; m: Only set with MODE 7.
|
||||||
|
.define BG1HOFS $210D
|
||||||
|
.define BG1VOFS $210E
|
||||||
|
.define BG2HOFS $210F
|
||||||
|
.define BG2VOFS $2110
|
||||||
|
.define BG3HOFS $2111
|
||||||
|
.define BG3VOFS $2112
|
||||||
|
.define BG4HOFS $2113
|
||||||
|
.define BG4VOFS $2114
|
||||||
|
|
||||||
|
; $2115: Video port control [VMAIN]
|
||||||
|
; i000abcd i: 0 = Address increment after writing to $2118 or reading
|
||||||
|
; from $2139.
|
||||||
|
; 1 = Address increment after writing to $2119 or reading
|
||||||
|
; from $213A.
|
||||||
|
; ab: Full graphic (see table below).
|
||||||
|
; cd: SC increment (see table below).
|
||||||
|
;
|
||||||
|
; abcd Result
|
||||||
|
; 0100 Increment by 8 for 32 times (2-bit formation).
|
||||||
|
; 1000 Increment by 8 for 64 times (4-bit formation).
|
||||||
|
; 1100 Increment by 8 for 128 times (8-bit formation).
|
||||||
|
; 0000 Address increments 1x1.
|
||||||
|
; 0001 Address increments 32x32.
|
||||||
|
; 0010 Address increments 64x64.
|
||||||
|
; 0011 Address increments 128x128.
|
||||||
|
.define VMAIN $2115
|
||||||
|
|
||||||
|
; $2116-$2117: Video port address. 2 bytes. [VMADDL/VMADDH]
|
||||||
|
.define VMADDR $2116
|
||||||
|
|
||||||
|
; $2118-$2119: Video port data. 2 bytes. [VMDATAL/VMDATAH]
|
||||||
|
; According to bit 7 of VMAIN, the data can be stored as:
|
||||||
|
; Bit 7
|
||||||
|
; 0 Write to $2118 only. Lower 8-bits written then
|
||||||
|
; address is increased.
|
||||||
|
; 0 Write to $2119 then $2118. Address increased when both
|
||||||
|
; are written to (in order).
|
||||||
|
; 1 Write to $2119 only. Upper 8-bits written, then
|
||||||
|
; address is increased.
|
||||||
|
; 1 Write to $2118 then $2119. Address increased when both
|
||||||
|
; are written to (in order).
|
||||||
|
.define VMDATA $2118
|
||||||
|
|
||||||
; $2121: Color palette selection register [CGADD]
|
; $2121: Color palette selection register [CGADD]
|
||||||
; Entry 0 corresponds to the SNES background color.
|
; Entry 0 corresponds to the SNES background color.
|
||||||
.define CGADD $2121
|
.define CGADDR $2121
|
||||||
|
|
||||||
; $2122: Color data register [CGDATA]
|
; $2122: Color data register [CGDATA]
|
||||||
; The palette color format is 15-bit: [0bbbbbgg][gggrrrrr].
|
; The palette color format is 15-bit: [0bbbbbgg][gggrrrrr].
|
||||||
@ -24,11 +105,23 @@
|
|||||||
; (containing blue and green).
|
; (containing blue and green).
|
||||||
.define CGDATA $2122
|
.define CGDATA $2122
|
||||||
|
|
||||||
|
; $212C: Main screen designation [TM]
|
||||||
|
; 000abcde a: OBJ/OAM disable/enable.
|
||||||
|
; b: Disable/enable BG4.
|
||||||
|
; c: Disable/enable BG3.
|
||||||
|
; d: Disable/enable BG2.
|
||||||
|
; e: Disable/enable BG1.
|
||||||
|
.define MSENABLE $212C
|
||||||
|
|
||||||
; $4200: Counter enable [NMITIMEN]
|
; $4200: Counter enable [NMITIMEN]
|
||||||
; n-vh---j n: NMI interrupt enable v: vertical counter enable
|
; n-vh---j n: NMI interrupt enable v: vertical counter enable
|
||||||
; h: horizontal counter enable j: joypad enable
|
; h: horizontal counter enable j: joypad enable
|
||||||
.define NMITIMEN $4200
|
.define NMITIMEN $4200
|
||||||
|
|
||||||
|
; $420B: DMA enable [MDMAEN]
|
||||||
|
; Each bit that's set enables one channel: 76543210
|
||||||
|
.define DMAENABLE $420B
|
||||||
|
|
||||||
; $4218: Joypad #1 status [JOY1L]
|
; $4218: Joypad #1 status [JOY1L]
|
||||||
; Format: AXLR0000
|
; Format: AXLR0000
|
||||||
.define JOY1L $4218
|
.define JOY1L $4218
|
||||||
@ -44,3 +137,38 @@
|
|||||||
; $421B: Joypad #2 status [JOY2H]
|
; $421B: Joypad #2 status [JOY2H]
|
||||||
; Format: BYsSudlr (s=select, S=start, udlr = joypad)
|
; Format: BYsSudlr (s=select, S=start, udlr = joypad)
|
||||||
.define JOY2H $421B
|
.define JOY2H $421B
|
||||||
|
|
||||||
|
; $43x0: DMA control for channel x. [DMAPX]
|
||||||
|
; vh0cbaaa v: 0 = CPU memory -> PPU.
|
||||||
|
; 1 = PPU -> CPU memory.
|
||||||
|
; h: For HDMA only:
|
||||||
|
; 0 = Absolute addressing.
|
||||||
|
; 1 = Indirect addressing.
|
||||||
|
; c: 0 = Auto address inc/decrement.
|
||||||
|
; 1 = Fixed address (for VRAM, etc.).
|
||||||
|
; b: 0 = Automatic increment.
|
||||||
|
; 1 = Automatic decrement.
|
||||||
|
; a: Transfer type:
|
||||||
|
; 000 = 1 address write twice: LH.
|
||||||
|
; 001 = 2 addresses: LH.
|
||||||
|
; 010 = 1 address write once.
|
||||||
|
; 011 = 2 addresses write twice: LLHH
|
||||||
|
; 100 = 4 addresses: LHLH
|
||||||
|
.define DMA0CTRL $4300
|
||||||
|
|
||||||
|
; $43x1: DMA destination for channel x. [BBADX]
|
||||||
|
; The upper byte is assumed to be $21, so the possible destinations are
|
||||||
|
; $2100-$21FF.
|
||||||
|
.define DMA0DST $4301
|
||||||
|
|
||||||
|
; $43x2-$43x3: DMA source address for channel x. 2 bytes. [AITXL/AITXH]
|
||||||
|
.define DMA0SRC $4302
|
||||||
|
|
||||||
|
; $43x4: DMA source bank for channel x [AIBX]
|
||||||
|
.define DMA0SRCBANK $4304
|
||||||
|
|
||||||
|
; $43x5: DMA transfer size & HDMA address. 2 bytes. [DASXL/DASXH]
|
||||||
|
; When using DMA, $43x5 defines the # of bytes to be transferred via DMA
|
||||||
|
; itself. When using HDMA, $43x5 defines the data address ($43x5 = low byte,
|
||||||
|
; $43x6 = hi byte).
|
||||||
|
.define DMA0SIZE $4305
|
39
tiles.asm
Normal file
39
tiles.asm
Normal file
@ -0,0 +1,39 @@
|
|||||||
|
; Created with eKid's pcx2snes converter ;
|
||||||
|
|
||||||
|
TileData:
|
||||||
|
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
|
||||||
|
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
|
||||||
|
.db $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03
|
||||||
|
.db $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
|
||||||
|
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $FF, $FF, $FF, $FF
|
||||||
|
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $FF, $FF, $FF, $FF
|
||||||
|
.db $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $FF, $FF, $FF, $FF
|
||||||
|
.db $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $FF, $FF, $FF, $FF
|
||||||
|
.db $00, $C0, $00, $E0, $00, $70, $00, $38, $00, $1C, $00, $0E, $00, $07, $00, $03
|
||||||
|
.db $00, $03, $00, $07, $00, $0E, $00, $1C, $00, $38, $00, $70, $00, $E0, $00, $C0
|
||||||
|
.db $00, $07, $00, $0F, $00, $18, $00, $30, $00, $60, $00, $C0, $00, $C0, $00, $C0
|
||||||
|
.db $00, $E0, $00, $F0, $00, $18, $00, $0C, $00, $06, $00, $03, $00, $03, $00, $03
|
||||||
|
.db $FC, $00, $F8, $00, $F0, $00, $E0, $00, $C0, $00, $80, $00, $00, $00, $00, $00
|
||||||
|
.db $3F, $00, $1F, $00, $0F, $00, $07, $00, $03, $00, $01, $00, $00, $00, $00, $00
|
||||||
|
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
|
||||||
|
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
|
||||||
|
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
|
||||||
|
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
|
||||||
|
.db $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03
|
||||||
|
.db $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
|
||||||
|
.db $FF, $FF, $FF, $FF, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
|
||||||
|
.db $FF, $FF, $FF, $FF, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
|
||||||
|
.db $FF, $FF, $FF, $FF, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03
|
||||||
|
.db $FF, $FF, $FF, $FF, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
|
||||||
|
.db $00, $03, $00, $07, $00, $0E, $00, $1C, $00, $38, $00, $70, $00, $E0, $00, $C0
|
||||||
|
.db $00, $C0, $00, $E0, $00, $70, $00, $38, $00, $1C, $00, $0E, $00, $07, $00, $03
|
||||||
|
.db $00, $C0, $00, $C0, $00, $C0, $00, $60, $00, $30, $00, $18, $00, $0F, $00, $07
|
||||||
|
.db $00, $03, $00, $03, $00, $03, $00, $06, $00, $0C, $00, $18, $00, $F0, $00, $E0
|
||||||
|
.db $00, $00, $00, $00, $80, $00, $C0, $00, $E0, $00, $F0, $00, $F8, $00, $FC, $00
|
||||||
|
.db $00, $00, $00, $00, $01, $00, $03, $00, $07, $00, $0F, $00, $1F, $00, $3F, $00
|
||||||
|
|
||||||
|
PaletteData:
|
||||||
|
.db $FF, $7F
|
||||||
|
|
||||||
|
; 30 tiles (2 spaces)
|
||||||
|
; 480 bytes
|
Loading…
Reference in New Issue
Block a user