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.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
LDA #$00
CMP direction
BEQ go_up
LDA #$01
CMP direction
BEQ go_down
LDA #$02
CMP direction
BEQ go_left
go_right:
LDA head_x
ADC #$08
STA head_x
JMP draw_snake
go_up:
LDA head_y
SBC #$08
STA head_y
JMP draw_snake
go_down:
LDA head_y
ADC #$08
STA head_y
JMP draw_snake
go_left:
LDA head_x
SBC #$08
STA head_x
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"
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