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author | Jesse Luehrs <doy@tozt.net> | 2014-10-06 03:31:27 -0400 |
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committer | Jesse Luehrs <doy@tozt.net> | 2014-10-06 03:31:27 -0400 |
commit | ae6804de4a6607e67c7dd54e7d0a03b77c651245 (patch) | |
tree | 6d3f7a73103a80df8857e764337bd25ad8740ad4 /snake.s | |
parent | e41acefb3a71bfa430768b8f0766ba150137a748 (diff) | |
download | nes-snake-ae6804de4a6607e67c7dd54e7d0a03b77c651245.tar.gz nes-snake-ae6804de4a6607e67c7dd54e7d0a03b77c651245.zip |
copy over some changes from the project skeleton
Diffstat (limited to 'snake.s')
-rw-r--r-- | snake.s | 219 |
1 files changed, 0 insertions, 219 deletions
diff --git a/snake.s b/snake.s deleted file mode 100644 index 58665ba..0000000 --- a/snake.s +++ /dev/null @@ -1,219 +0,0 @@ -.MEMORYMAP -DEFAULTSLOT 0 -SLOTSIZE $4000 -SLOT 0 $C000 -SLOTSIZE $2000 -SLOT 1 $0000 ; location doesn't matter, CHR data isn't in main memory -.ENDME - -.ROMBANKMAP -BANKSTOTAL 2 -BANKSIZE $4000 -BANKS 1 -BANKSIZE $2000 -BANKS 1 -.ENDRO - - - .enum $0000 -buttons_pressed DB -head_x DB -head_y DB -direction DB ; 0: up, 1: down, 2: left, 3: right -frame_skip DB -frame_count DB - .ende - - - .bank 0 - .org $0000 -RESET: - SEI ; disable IRQs - CLD ; disable decimal mode - LDX #$40 - STX $4017.W ; disable APU frame IRQ - LDX #$FF - TXS ; Set up stack - INX ; now X = 0 - STX $2000.W ; disable NMI - STX $2001.W ; disable rendering - STX $4010.W ; disable DMC IRQs - -vblankwait1: ; First wait for vblank to make sure PPU is ready - BIT $2002 - BPL vblankwait1 - -clrmem: - LDA #$00 - STA $0000, x - STA $0100, x - STA $0300, x - STA $0400, x - STA $0500, x - STA $0600, x - STA $0700, x - LDA #$FE - STA $0200, x ;move all sprites off screen - INX - BNE clrmem - -vblankwait2: ; Second wait for vblank, PPU is ready after this - BIT $2002 - BPL vblankwait2 - -LoadPalettes: - LDA $2002 ; read PPU status to reset the high/low latch - LDA #$3F - STA $2006 ; write the high byte of $3F00 address - LDA #$00 - STA $2006 ; write the low byte of $3F00 address - LDX #$00 -LoadPalettesLoop: - LDA palette.w, x ;load palette byte - STA $2007 ;write to PPU - INX ;set index to next byte - CPX #$20 - BNE LoadPalettesLoop ;if x = $20, 32 bytes copied, all done - - ; initialize variables in ram - LDA #$00 - STA buttons_pressed - STA direction - STA frame_count - LDA #$80 - STA head_x - STA head_y - LDA #30 - STA frame_skip - - LDA #%00010000 ; enable sprites - STA $2001 - - LDA #%10000000 ; enable NMI interrupts - STA $2000 - -loop: - JMP loop - -read_controller1: - ; latch - LDA #$01 - STA $4016 - LDA #$00 - STA $4016 - - ; clock - LDX #$00 -read_controller1_values: - CPX #$08 - BPL end_read_controller1 - - LDA $4016 - AND #%00000001 - ASL buttons_pressed - ORA buttons_pressed - STA buttons_pressed - INX - JMP read_controller1_values - -end_read_controller1: - RTS - -NMI: - JSR read_controller1 - -handle_up: - LDA buttons_pressed - AND #%00001000 - CMP #$00 - BEQ handle_down - LDA #$00 - STA direction - -handle_down: - LDA buttons_pressed - AND #%00000100 - CMP #$00 - BEQ handle_left - LDA #$01 - STA direction - -handle_left: - LDA buttons_pressed - AND #%00000010 - CMP #$00 - BEQ handle_right - LDA #$02 - STA direction - -handle_right: - LDA buttons_pressed - AND #%00000001 - CMP #$00 - BEQ handle_frame - LDA #$03 - STA direction - -handle_frame: - LDX frame_count - INX - STX frame_count - CPX frame_skip - BMI draw_snake - - LDA #$00 - STA frame_count - -set_offset: - LDX #$F8 ; i.e., -8 - LDA direction - AND #%00000001 ; low bit determines negative or positive - BEQ set_axis - LDX #$08 - -set_axis: - LDY #$01 - LDA direction - AND #%00000010 ; high bit determines which axis to change - BEQ apply_direction - LDY #$00 - -apply_direction: - TXA - CLC - ADC head_x, y ; head_x offset by 1 is head_y - STA head_x, y - -draw_snake: - LDA head_y - STA $0200 - LDA #$00 - STA $0201 - LDA #$00 - STA $0202 - LDA head_x - STA $0203 - - LDA #$00 - STA $2003 - LDA #$02 - STA $4014 - -nmi_return: - RTI - -palette: - .db $0F,$31,$32,$33,$0F,$35,$36,$37,$0F,$39,$3A,$3B,$0F,$3D,$3E,$0F - .db $0F,$1C,$15,$14,$0F,$02,$38,$3C,$0F,$1C,$15,$14,$0F,$02,$38,$3C - - .orga $FFFA ;first of the three vectors starts here - .dw NMI ;when an NMI happens (once per frame if enabled) the - ;processor will jump to the label NMI: - .dw RESET ;when the processor first turns on or is reset, it will jump - ;to the label RESET: - .dw 0 ;external interrupt IRQ is not used in this tutorial - - - .bank 1 slot 1 - .org $0000 - .incbin "snake.chr" |