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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
  .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

  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

handle_down:
  LDA buttons_pressed
  AND #%00000100
  CMP #$00
  BEQ handle_left

handle_left:
  LDA buttons_pressed
  AND #%00000010
  CMP #$00
  BEQ handle_right

handle_right:
  LDA buttons_pressed
  AND #%00000001
  CMP #$00
  BEQ nmi_return

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"