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main.asm
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; asmsyntax=ca65
.include "nes2header.inc"
nes2mapper 1
nes2prg 2 * 16 * 1024
nes2chr 4 * 4 * 1024
nes2mirror 'V'
nes2tv 'N'
nes2end
.feature leading_dot_in_identifiers
.feature underline_in_numbers
.feature addrsize
; Button Constants
BUTTON_A = 1 << 7
BUTTON_B = 1 << 6
BUTTON_SELECT = 1 << 5
BUTTON_START = 1 << 4
BUTTON_UP = 1 << 3
BUTTON_DOWN = 1 << 2
BUTTON_LEFT = 1 << 1
BUTTON_RIGHT = 1 << 0
TextBGTile = $00
.segment "VECTORS"
.word NMI
.word RESET
.word IRQ
.segment "CHR0"
;.incbin "meme-text.chr"
BgTile = 0
.byte $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
.byte $00, $00, $00, $00, $00, $00, $00, $00
ShineStart = 1
: .incbin "shine.chr"
Text1Start = ((* - :-) / 16) + ShineStart
ShineCount = Text1Start - ShineStart
: .incbin "text1.chr"
Text2Start = ((* - :-) / 16) + Text1Start
: .incbin "text2.chr"
Text3Start = ((* - :-) / 16) + Text2Start
: .incbin "text3.chr"
Text4Start = ((* - :-) / 16) + Text3Start
: .incbin "text4.chr"
;BgTile = ((* - :-) / 16) + Text4Start
.out .sprintf("ShineStart: $%02X", ShineStart)
.out .sprintf("ShineCount: %d", ShineCount)
.out .sprintf("Text1Start: $%02X", Text1Start)
.out .sprintf("Text2Start: $%02X", Text2Start)
.out .sprintf("Text3Start: $%02X", Text3Start)
.out .sprintf("Text4Start: $%02X", Text4Start)
.out .sprintf("BgTile: $%02X", BgTile)
.segment "CHR1"
.incbin "pooh.chr"
.segment "CHR2"
.incbin "pooh_tux.chr"
.segment "CHR3"
.segment "ZEROPAGE"
Sleeping: .res 1
Scroll: .res 1
Draw: .res 1
btnX: .res 1
btnY: .res 1
IgnoreInput: .res 1
Controller: .res 1
Controller_Old: .res 1
TmpX: .res 1
TmpY: .res 1
AddressPointer: .res 2
SpriteZeroEnabled: .res 1
.segment "OAM"
SpriteZero: .res 4
ShineSprites: .res (4*5)
.segment "BSS"
.segment "PAGE0"
IRQ:
rti
RESET:
sei
cld
ldx #$40
stx $4017
ldx #$FF
txs
inx
stx $2000
stx $2001
stx $4010
: bit $2002
bpl :-
@clr:
lda #$00
sta $0000, x
sta $0100, x
sta $0300, x
sta $0400, x
sta $0500, x
sta $0600, x
sta $0700, x
lda #$FF
sta $0200, x
inx
bne @clr
: bit $2002
bpl :-
jsr MMC1_Init
lda #$FF
sta Draw
lda #00
sta Scroll
; Setup sprite zero
lda #250
sta SpriteZero+3
lda #22
sta SpriteZero+0
lda #BgTile
sta SpriteZero+1
lda #0
sta SpriteZero+2
; Setup the shine sprite Note that tiles
; aren't set here. Those are set each frame
; in UpdateShine.
; First Row
.repeat 5, i
lda #64+(8*i)+16
sta ShineSprites+(4*i)+3
lda #0
sta ShineSprites+(4*i)+2
lda #168
sta ShineSprites+(4*i)+0
.endrepeat
; Second row
.repeat 2, i
lda #88+(8*i)+16
sta ShineSprites+(4*(i+5))+3
lda #0
sta ShineSprites+(4*(i+5))+2
lda #176
sta ShineSprites+(4*(i+5))+0
.endrepeat
jsr UpdateShine
; Palettes
lda #$3F
sta $2006
lda #$00
sta $2006
ldx #0
:
lda PaletteData, x
sta $2007
inx
cpx #(8*4)
bne :-
jsr LoadNametables
lda #1
sta Draw
lda #%1000_0000
sta $2000
jsr WaitForNMI
Frame:
jsr ReadControllers
lda #BUTTON_A
jsr ButtonPressed
beq :+
inc Scroll
jsr UpdateShine
:
lda #BUTTON_START
jsr ButtonPressed
beq :+
lda Draw
eor #$01
sta Draw
:
; Don't wait for sprite zero if drawing is
; disabled.
lda SpriteZeroEnabled
bne :+
jsr WaitForNMI
jmp Frame
:
; swap BG pattern table on SpriteZero hit
: bit $2002
bvs :-
: bit $2002
bvc :-
lda Scroll
and #$01
tax
ora #%1001_0000
sta $2000
cpx #1
bne :+
jsr MMC1_CHR2
jmp :++
:
jsr MMC1_CHR1
:
jsr WaitForNMI
jmp Frame
NMI:
pha
lda #$FF
sta Sleeping
; High bit disables NMI all together
lda Draw
bpl :+
pla
rti
:
lda #$00
sta $2003
lda #$02
sta $4014
; zero turns off sprites and BG
lda #$3F
sta $2006
lda #$00
sta $2006
lda Draw
beq :+
; reset BG color
lda PaletteData
sta $2007
lda #1
sta SpriteZeroEnabled
lda #%0001_1110
jmp :++
: ; set black BG
lda #$FF
sta $2007
lda #0
sta SpriteZeroEnabled
lda #%0000_0110
:
sta $2001
lda #0
sta $2005
sta $2005
lda Scroll
and #$01
ora #%1000_0000
sta $2000
pla
rti
UpdateShine:
lda Scroll
and #1
beq :+
.repeat 7, i
lda #ShineStart+i+1
sta ShineSprites+(4*i)+1
.endrepeat
rts
: ; no shine
lda #ShineStart
.repeat 7, i
sta ShineSprites+(4*i)+1
.endrepeat
rts
LoadNametables:
bit $2002
lda #$20
sta $2006
lda #$00
sta $2006
; Draw blank tiles that we'll draw
; the text on top of
lda #BgTile
ldy #24
:
sta $2007
sta $2007
sta $2007
sta $2007
dey
bne :-
; Text first
lda #$20
sta $2006
lda #$22
sta $2006
lda #Text1Start
sta TmpX
lda #.lobyte(Text1Data)
sta AddressPointer+0
lda #.hibyte(Text1Data)
sta AddressPointer+1
jsr DrawText
lda #$20
sta $2006
lda #$42
sta $2006
lda #Text2Start
sta TmpX
lda #.lobyte(Text2Data)
sta AddressPointer+0
lda #.hibyte(Text2Data)
sta AddressPointer+1
jsr DrawText
; First screen
lda #.lobyte(PoohData)
sta AddressPointer+0
lda #.hibyte(PoohData)
sta AddressPointer+1
clc
lda AddressPointer+0
adc #2
sta AddressPointer+0
lda #0
adc AddressPointer+1
sta AddressPointer+1
lda #$20
sta $2006
lda #$60
sta $2006
jsr DrawScreen
; Attrs for first nametable
lda #$23
sta $2006
lda #$C0
sta $2006
; Top attr row
lda #%0000_0000
ldy #4
:
sta $2007
sta $2007
dey
bne :-
ldy #28
lda #%0101_0101
:
sta $2007
sta $2007
dey
bne :-
; Second Screen
lda #$24
sta $2006
lda #$00
sta $2006
lda #BgTile
ldy #24
:
sta $2007
sta $2007
sta $2007
sta $2007
dey
bne :-
lda #$24
sta $2006
lda #$22
sta $2006
lda #Text3Start
sta TmpX
lda #.lobyte(Text3Data)
sta AddressPointer+0
lda #.hibyte(Text3Data)
sta AddressPointer+1
jsr DrawText
lda #$24
sta $2006
lda #$42
sta $2006
lda #Text4Start
sta TmpX
lda #.lobyte(Text4Data)
sta AddressPointer+0
lda #.hibyte(Text4Data)
sta AddressPointer+1
jsr DrawText
lda #$24
sta $2006
lda #$60
sta $2006
; Second screen
lda #.lobyte(PoohTuxData)
sta AddressPointer+0
lda #.hibyte(PoohTuxData)
sta AddressPointer+1
clc
lda AddressPointer+0
adc #2
sta AddressPointer+0
lda #0
adc AddressPointer+1
sta AddressPointer+1
jsr DrawScreen
; Second screen attributes are uniform
lda #$27
sta $2006
lda #$C0
sta $2006
ldx #16
lda #$00
:
sta $2007
sta $2007
sta $2007
sta $2007
dex
bne :-
rts
; Expects PPU address already set & data pointer in AddressPointer
DrawText:
ldy #0
lda (AddressPointer), y
tax
clc
: iny
lda (AddressPointer), y
adc TmpX ; Tile start offset
sta $2007
dex
bne :-
rts
; Expects pooh data at address in AddressPointer
DrawScreen:
lda #26
sta TmpY
@screen:
ldy #0
sty $2007
sty $2007
;ldy #0
ldx #28
@row:
lda (AddressPointer), y
sta $2007
iny
dex
bne @row
ldx #0
stx $2007
stx $2007
clc
lda #28
adc AddressPointer+0
sta AddressPointer+0
lda #0
adc AddressPointer+1
sta AddressPointer+1
dec TmpY
bne @screen
lda #0
ldy #8
:
sta $2007
sta $2007
sta $2007
sta $2007
dey
bne :-
rts
ButtonPressed:
sta btnX
lda IgnoreInput
beq :+
;dec IgnoreInput
lda #0
rts
:
lda btnX
and Controller
sta btnY
lda Controller_Old
and btnX
cmp btnY
bne btnPress_stb
; no button change
rts
btnPress_stb:
; button released
lda btnY
bne btnPress_stc
rts
btnPress_stc:
; button pressed
lda #1
rts
ReadControllers:
lda Controller
sta Controller_Old
; Freeze input
lda #1
sta $4016
lda #0
sta $4016
ldx #$08
@player1:
lda $4016
lsr a ; Bit0 -> Carry
rol Controller ; Bit0 <- Carry
dex
bne @player1
rts
WaitForNMI:
; lda #%1000_0000
; ora Scroll
; sta $2000
: bit Sleeping
bpl :-
lda #0
sta Sleeping
rts
WaitForSpriteZero:
rts
MMC1_Init:
lda #$80
sta $8000
; 4kCHR, 32k PRG, vertical
lda #%0001_0010
jsr MMC1_Setup
; select CHR 0
lda #%0000_0000
sta $A000
lsr a
sta $A000
lsr a
sta $A000
lsr a
sta $A000
lsr a
sta $A000
;rts
MMC1_CHR1:
lda #1
jmp chrPage
MMC1_CHR2:
lda #2
chrPage:
sta $C000
lsr a
sta $C000
lsr a
sta $C000
lsr a
sta $C000
lsr a
sta $C000
rts
MMC1_Setup:
sta $8000
lsr a
sta $8000
lsr a
sta $8000
lsr a
sta $8000
lsr a
sta $8000
rts
MMC1_Select_Page:
lda #0
sta $E000
lsr a
sta $E000
lsr a
sta $E000
lsr a
sta $E000
lsr a
sta $E000
rts
PaletteData:
;BG
.byte $01, $0F, $27, $20
.byte $01, $0F, $27, $16
.byte $01, $20, $0F, $0F
.byte $01, $0F, $0F, $0F
;Sprites
.byte $01, $0F, $20, $0F
.byte $01, $0F, $0F, $0F
.byte $01, $0F, $0F, $0F
.byte $01, $0F, $0F, $0F
PoohData: .include "pooh.i"
PoohTuxData: .include "pooh_tux.i"
Text1Data: .include "text1.i"
Text2Data: .include "text2.i"
Text3Data: .include "text3.i"
Text4Data: .include "text4.i"