Initial import.
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260
InitSNES.asm
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260
InitSNES.asm
Normal file
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;------------------------------------------------------------------------
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;- Standard SNES initialization routine, by Neviksti
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;------------------------------------------------------------------------
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;----------------------------------------------------------------------------
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; InitSNES -- my "standard" initialization of SNES memory and registers
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;----------------------------------------------------------------------------
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.MACRO InitSNES
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sei ;disable interrupts
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clc ;switch to native mode
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xce
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REP #$38 ; mem/A = 16 bit, X/Y = 16 bit
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;decimal mode off
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LDX #$1FFF ;Setup the stack
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TXS ;Transfer Index X to Stack Pointer Register
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;do the rest of the initialization in a routine
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JSL $008000
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SEP #$20 ; mem/A = 8 bit
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.ENDM
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;----------------------------------------------------------------------------
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.BANK 0 SLOT 0
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.ORG 0
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.SECTION "InitializeSNESCode" FORCE
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InitializeSNES:
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PHK ;set Data Bank = Program Bank
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PLB
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LDA #$0000 ;set Direct Page = $0000
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TCD ;Transfer Accumulator to Direct Register
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LDX $1FFD ;we clear all the mem at one point ...
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STX $4372 ;so save the return address in a place that won't get overwritten
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LDX $1FFF
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STX $4374
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SEP #$20 ; mem/A = 8 bit
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REP #$10
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LDA #$8F
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STA $2100 ;turn screen off for now, set brightness to normal
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LDX #$2101
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_Loop00: ;regs $2101-$210C
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STZ $00,X ;set Sprite,Character,Tile sizes to lowest, and set addresses to $0000
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INX
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CPX #$210D
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BNE _Loop00
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_Loop01: ;regs $210D-$2114
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STZ $00,X ;Set all BG scroll values to $0000
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STZ $00,X
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INX
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CPX #$2115
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BNE _Loop01
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LDA #$80 ;reg $2115
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STA $2115 ; Initialize VRAM transfer mode to word-access, increment by 1
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STZ $2116 ;regs $2117-$2117
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STZ $2117 ;VRAM address = $0000
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;reg $2118-$2119
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;VRAM write register... don't need to initialize
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STZ $211A ;clear Mode7 setting
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LDX #$211B
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_Loop02: ;regs $211B-$2120
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STZ $00,X ;clear out the Mode7 matrix values
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STZ $00,X
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INX
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CPX #$2121
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BNE _Loop02
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;reg $2121 - Color address, doesn't need initilaizing
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;reg $2122 - Color data, is initialized later
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LDX #$2123
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_Loop03: ;regs $2123-$2133
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STZ $00,X ;turn off windows, main screens, sub screens, color addition,
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INX ;fixed color = $00, no super-impose (external synchronization),
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CPX #$2134 ;no interlaced mode, normal resolution
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BNE _Loop03
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;regs $2134-$2136 - multiplication result, no initialization needed
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;reg $2137 - software H/V latch, no initialization needed
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;reg $2138 - Sprite data read, no initialization needed
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;regs $2139-$213A - VRAM data read, no initialization needed
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;reg $213B - Color RAM data read, no initialization needed
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;regs $213C-$213D - H/V latched data read, no initialization needed
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STZ $213E ;reg $213E - might not be necesary, but selects PPU master/slave mode
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;reg $213F - PPU status flag, no initialization needed
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;reg $2140-$2143 - APU communication regs, no initialization required
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;reg $2180 - read/write WRAM register, no initialization required
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;reg $2181-$2183 - WRAM address, no initialization required
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;reg $4016-$4017 - serial JoyPad read registers, no need to initialize
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STZ $4200 ;reg $4200 - disable timers, NMI,and auto-joyread
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LDA #$FF
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STA $4201 ;reg $4201 - programmable I/O write port, initalize to allow reading at in-port
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;regs $4202-$4203 - multiplication registers, no initialization required
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;regs $4204-$4206 - division registers, no initialization required
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;regs $4207-$4208 - Horizontal-IRQ timer setting, since we disabled this, it is OK to not init
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;regs $4209-$420A - Vertical-IRQ timer setting, since we disabled this, it is OK to not init
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STZ $420B ;reg $420B - turn off all general DMA channels
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STZ $420C ;reg $420C - turn off all H-MA channels
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STZ $420D ;reg $420D - ROM access time to slow (2.68Mhz)
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LDA $4210 ;reg $4210 - NMI status, reading resets
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;reg $4211 - IRQ status, no need to initialize
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;reg $4212 - H/V blank and JoyRead status, no need to initialize
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;reg $4213 - programmable I/O inport, no need to initialize
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;reg $4214-$4215 - divide results, no need to initialize
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;reg $4216-$4217 - multiplication or remainder results, no need to initialize
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;regs $4218-$421f - JoyPad read registers, no need to initialize
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;regs $4300-$437F
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;no need to intialize because DMA was disabled above
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;also, we're not sure what all of the registers do, so it is better to leave them at
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;their reset state value
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JSR ClearVRAM ;Reset VRAM
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JSR ClearPalette ;Reset colors
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;**** clear Sprite tables ********
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STZ $2102 ;sprites initialized to be off the screen, palette 0, character 0
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STZ $2103
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LDX #$0080
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LDA #$F0
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_Loop08:
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STA $2104 ;set X = 240
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STA $2104 ;set Y = 240
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STZ $2104 ;set character = $00
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STZ $2104 ;set priority=0, no flips
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DEX
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BNE _Loop08
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LDX #$0020
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_Loop09:
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STZ $2104 ;set size bit=0, x MSB = 0
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DEX
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BNE _Loop09
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;**** clear WRAM ********
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STZ $2181 ;set WRAM address to $000000
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STZ $2182
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STZ $2183
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LDX #$8008
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STX $4300 ;Set DMA mode to fixed source, BYTE to $2180
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LDX #wram_fill_byte
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STX $4302 ;Set source offset
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LDA #:wram_fill_byte
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STA $4304 ;Set source bank
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LDX #$0000
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STX $4305 ;Set transfer size to 64k bytes
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LDA #$01
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STA $420B ;Initiate transfer
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LDA #$01 ;now set the next 64k bytes
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STA $420B ;Initiate transfer
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PHK ;make sure Data Bank = Program Bank
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PLB
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CLI ;enable interrupts again
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LDX $4372 ;get our return address...
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STX $1FFD
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LDA $4374
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STA $1FFF
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RTL
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wram_fill_byte:
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.db $00
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;----------------------------------------------------------------------------
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; ClearVRAM -- Sets every byte of VRAM to zero
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; In: None
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; Out: None
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; Modifies: flags
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;----------------------------------------------------------------------------
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ClearVRAM:
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pha
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phx
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php
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REP #$30 ; mem/A = 8 bit, X/Y = 16 bit
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SEP #$20
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LDA #$80
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STA $2115 ;Set VRAM port to word access
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LDX #$1809
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STX $4300 ;Set DMA mode to fixed source, WORD to $2118/9
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LDX #$0000
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STX $2116 ;Set VRAM port address to $0000
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STX $0000 ;Set $00:0000 to $0000 (assumes scratchpad ram)
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STX $4302 ;Set source address to $xx:0000
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LDA #$00
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STA $4304 ;Set source bank to $00
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LDX #$FFFF
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STX $4305 ;Set transfer size to 64k-1 bytes
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LDA #$01
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STA $420B ;Initiate transfer
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STZ $2119 ;clear the last byte of the VRAM
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plp
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plx
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pla
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RTS
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;----------------------------------------------------------------------------
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; ClearPalette -- Reset all palette colors to zero
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; In: None
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; Out: None
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; Modifies: flags
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;----------------------------------------------------------------------------
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ClearPalette:
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PHX
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PHP
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REP #$30 ; mem/A = 8 bit, X/Y = 16 bit
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SEP #$20
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STZ $2121
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LDX #$0100
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ClearPaletteLoop:
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STZ $2122
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STZ $2122
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DEX
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BNE ClearPaletteLoop
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PLP
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PLX
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RTS
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.ENDS
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61
header.inc
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61
header.inc
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;------------------------------ Header File ---------------------------------
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; This is basically a combo of MarctheMER's and Neviksti's header files
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; Perhaps reading their's will also help your understanding of the header,
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; but I believe this will be the simplest method of defining your header,
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; as Marc's doesn't provide a full explanation, and Neviksti's can be
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; a bit more difficult for beginners (using the WLA directives is easier).
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;----------------------------------------------------------------------------
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;==LoRom== ; We'll get to HiRom some other time.
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.MEMORYMAP ; Begin describing the system architecture.
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SLOTSIZE $8000 ; The slot is $8000 bytes in size. More details on slots later.
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DEFAULTSLOT 0 ; There's only 1 slot in SNES, there are more in other consoles.
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SLOT 0 $8000 ; Define's Slot 0's starting address.
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.ENDME ; End MemoryMap definition
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.ROMBANKSIZE $8000 ; Every ROM bank is 32 KBytes in size
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.ROMBANKS 8 ; 2 Mbits - Tell WLA we want to use 8 ROM Banks
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.SNESHEADER
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ID "SNES" ; 1-4 letter string, just leave it as "SNES"
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NAME "PEW PEW " ; Program Title - can't be over 21 bytes,
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; "123456789012345678901" ; use spaces for unused bytes of the name.
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SLOWROM
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LOROM
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CARTRIDGETYPE $00 ; $00 = ROM only, see WLA documentation for others
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ROMSIZE $08 ; $08 = 2 Mbits, see WLA doc for more..
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SRAMSIZE $00 ; No SRAM see WLA doc for more..
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COUNTRY $01 ; $01 = U.S. $00 = Japan, that's all I know
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LICENSEECODE $00 ; Just use $00
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VERSION $00 ; $00 = 1.00, $01 = 1.01, etc.
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.ENDSNES
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.SNESNATIVEVECTOR ; Define Native Mode interrupt vector table
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COP EmptyHandler
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BRK EmptyHandler
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ABORT EmptyHandler
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NMI VBlankHandler
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IRQ EmptyHandler
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.ENDNATIVEVECTOR
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.SNESEMUVECTOR ; Define Emulation Mode interrupt vector table
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COP EmptyHandler
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ABORT EmptyHandler
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NMI EmptyHandler
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RESET Start
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IRQBRK EmptyHandler
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.ENDEMUVECTOR
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.BANK 0 SLOT 0 ; Defines the ROM bank and the slot it is inserted in memory.
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.ORG 0 ; .ORG 0 is really $8000, because the slot starts at $8000
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.SECTION "EmptyVectors" SEMIFREE
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EmptyHandler:
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rti
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.ENDS
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.EMPTYFILL $00
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216
pewpew.asm
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216
pewpew.asm
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.INCLUDE "header.inc"
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.INCLUDE "InitSNES.asm"
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; Memory layout:
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; 00-0F: scratch space for functions.
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; 10-13: controller state.
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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.
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;========================
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; Start
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;========================
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.BANK 0 SLOT 0
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.ORG 0
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.SECTION "MainCode"
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Start:
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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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; $2100: Screen display register [INIDISP]
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;
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; Format: x000bbbb
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; x: 0 = screen on, 1 = screen off, bbbb: Brightness ($0-$F)
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lda #%00001111
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sta $2100
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; Enable NMI interrupt & joypad.
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; Register $4200: Counter enable [NMITIMEN]
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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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lda #$81
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sta $4200
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; Store zeroes to the controller status registers.
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; TODO(mcmillen): is this needed?
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stz $4218
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stz $4219
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; Write something recognizable into our scratch space.
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jsr FillScratch
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Loop:
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wai
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jmp Loop
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VBlankHandler:
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jsr VBlankCounter ; DEBUG
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jsr JoypadHandler
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jsr SetBackgroundColor
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; jsr FillScratch ; DEBUG
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rti
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VBlankCounter:
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; Keeps a counter of how many VBlanks we've done.
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inc $14
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lda $14
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cmp #$00
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bne VBlankCounterDone
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inc $15
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lda $15
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cmp #$00
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bne VBlankCounterDone
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inc $16
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lda $16
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cmp #$00
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bne VBlankCounterDone
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inc $17
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VBlankCounterDone:
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rts
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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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; Joypad #2 status is $421A [JOY2L] and $421B [JOY2H].
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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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lda $4219
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and #$08 ; Up
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cmp #$08
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bne JoypadDown ; Button not pressed.
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lda $20
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cmp #31
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beq JoypadDown ; Value saturated.
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inc $20
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JoypadDown:
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lda $4219
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and #$04 ; Down
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cmp #$04
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bne JoypadLeft ; Button not pressed.
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lda $20
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cmp #0
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beq JoypadLeft ; Value saturated.
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dec $20
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JoypadLeft:
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lda $4219
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and #$02 ; Left
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cmp #$02
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bne JoypadRight ; Button not pressed.
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lda $22
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cmp #0
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beq JoypadRight ; Value saturated.
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dec $22
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JoypadRight:
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lda $4219
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and #$01
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cmp #$01 ; Right
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bne JoypadB ; Button not pressed.
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lda $22
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cmp #31
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beq JoypadB ; Value saturated.
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inc $22
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JoypadB:
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lda $4219
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and #$80 ; B
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cmp #$80
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bne JoypadY ; Button not pressed.
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lda $21
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cmp #31
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beq JoypadY ; Value saturated.
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inc $21
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JoypadY:
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lda $4219
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and #$40 ; Y
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cmp #$40
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bne JoypadDone ; Button not pressed.
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lda $21
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cmp #0
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beq JoypadDone
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dec $21
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JoypadDone:
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rts
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JoypadDebug:
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; Load joypad registers into RAM for easier inspection.
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lda $4218
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sta $10
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lda $4219
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sta $11
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lda $421A
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sta $12
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lda $421B
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sta $13
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rts
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SetBackgroundColor:
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; $20 $21 $22 are R, G, B, as appropriate.
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; The color format is 15-bit: [0bbbbbgg][gggrrrrr]
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; We store the low-order byte first.
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lda $20 ; RED
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sta $00
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lda $22 ; BLUE
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asl
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asl
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sta $01
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lda $21 ; GREEN.
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; First store the high-order bits of green into $01.
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lsr
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lsr
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lsr
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ora $01
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pha ; push 1
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; Now store the low-order bits into $00.
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lda $21
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and #%00000111
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asl
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asl
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asl
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asl
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asl
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ora $00
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pha ; push 2
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; Now store the two values from the stack into the palette.
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pla ; pull 2
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sta $2122
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pla ; pull 1
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sta $2122
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rts
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FillScratch:
|
||||
lda #$42 ; B
|
||||
ldx #0
|
||||
FillScratchLoop:
|
||||
sta $00,X
|
||||
inx
|
||||
cpx #$10
|
||||
bne FillScratchLoop
|
||||
rts
|
||||
|
||||
.ENDS
|
||||
|
Loading…
Reference in New Issue
Block a user