Milestone 5 achieved! Mario moves on the screen now in response to the arrow keys, and sets a bunch of variables in response to A/B/Select/Start.

This commit is contained in:
2012-11-11 16:02:54 -05:00
parent 0fc8b25714
commit 8c200beca4
5 changed files with 145 additions and 46 deletions

155
nesgame.S
View File

@@ -4,7 +4,7 @@
;; and how to perform background mirroring
;; iNES header block
.byte "NES",$1A
.byte $01 ;; 1 PRG ROM page (how big is an ophis page?)
.byte $02 ;; 1 CHR (tile/sprite) ROM page (how big is a page?)
@@ -14,7 +14,7 @@
.byte $00,$00,$00,$00 ; Reserved bytes
.require "include/defines.S"
.text zp
.org $0000
;; $0000 is reserved for things we use to extend PL/PH for call/return stacks
@@ -42,23 +42,22 @@
.space curSpriteLen 1
.space playery 1
.space playerx 1
.space pad1a 1
.space pad1b 1
.space pad1select 1
.space pad1start 1
.space pad1up 1
.space pad1down 1
.space pad1left 1
.space pad1right 1
.space pad1areleased 1
.space multiSpriteList 16 ; reserve 6 words for the list of multisprites
; currently on screen, each one listed as a
; WORD address
.space pad1state 1
.space pad2state 1
.space pad3state 1
.space pad4state 1
.space tempdivident 1
.space tempdivisor 1
.space tempdivresult 1
.space tempdivmodulus 1
.org $0040
.space sprMario2DataHook1 1
.space sprMario2DataHook2 1
.space sprMario2DataHook3 1
.space sprMario2DataHook4 1
.text
.org $C000 ;; PRG bank code starts at 0xC000
@@ -82,7 +81,7 @@ START:
TXS ;; Move the contents of X to the stack pointer
INX ;; increment X by 1, which causes overflow, so
;; now X is 0
STX $2000 ;; set PPU flag to disable NMI (0x2000 = 0)
STX $2001 ;; set PPU flag to disable rendering (0x2001=0)
STX $4010 ;; disable APU IRQs, no audio
@@ -113,7 +112,7 @@ _START_clearmem:
;; stack (0100-01FF), the entirety of main RAM
;; (0200-07FF)
LDA #$FE ;; These two are clearing all of the sprite
LDA #$FE ;; These two are clearing all of the sprite
STA $0200, x ;; OAM; previous tutorial had this at 0300,
;; which may have been wrong. We don't HAVE
;; to reserve this range for OAM; we could
@@ -131,9 +130,9 @@ _START_vblankwait2:
BPL _START_vblankwait2 ;; once we've gotten 1 vblank,
;; cleared mem, and gotten another vblank,
;; the PPU is ready. Wait for it.
JMP main
JMP main
main:
;; horray, here is main()
LDA #$00
@@ -144,7 +143,7 @@ main:
PHA
JSR paletteLoad
;; $2000 is the PPU Control register, controlled by various bitflags.
;;
;;
;; 7654 3210
;; |||| ||||
;; |||| ||++- Base nametable address
@@ -163,7 +162,7 @@ main:
;; The PPU mask is set at $2001, the 2nd PPU Control register, and it
;; sets one config option for every bit of the byte
;;
;;
;; 76543210
;; ||||||||
;; |||||||+- Grayscale (0: normal color; 1: AND all palette entries
@@ -177,7 +176,7 @@ main:
;; |+------- Intensify greens (and darken other colors)
;; +-------- Intensify blues (and darken other colors)
LDA #$80
STA playerx
STA playery
@@ -241,7 +240,7 @@ _bgcall:
_MAIN_loop:
JMP _MAIN_loop ;; Loop forever
NMI:
NMI:
;; We need to copy all our OAM data to put sprites on screen during
;; vblank. $2003 is the PPU OAM address, so we're going to tell it
;; to pull OAM from $0200, and do a DMA transfer.
@@ -254,6 +253,112 @@ NMI:
; which takes ~513 cycles. An unrolled
; loop to do the same thing would take
; 3-4 times as long.
_latch1:
LDA #$01
STA $4016
LDA #$00
STA $4016
LDA #$00
STA pad1state
LDX #$08
CLC
_readpad1:
LDA $4016
AND #%00000001
ORA pad1state
DEX
BEQ _storepad1
CLC
ROL
STA pad1state
JMP _readpad1
_storepad1:
STA pad1state
_checkselect:
LDA #padselect
AND pad1state
BEQ _checkstart
LDA sprMario2DataHook1
CLC
ADC #$01
STA sprMario2DataHook1
_checkstart:
LDA #padstart
AND pad1state
BEQ _checka
LDA sprMario2DataHook2
CLC
ADC #$01
STA sprMario2DataHook2
_checka:
LDA #pada
AND pad1state
BEQ _checkb
LDA sprMario2DataHook3
CLC
ADC #$01
STA sprMario2DataHook3
_checkb:
LDA #padb
AND pad1state
BEQ _checkwalkright
LDA sprMario2DataHook4
CLC
ADC #$01
STA sprMario2DataHook4
_checkwalkright:
LDA #%00000001
AND pad1state
BEQ _checkwalkleft
LDA playerx
CLC
ADC #$01
STA playerx
_checkwalkleft:
LDA #padleft
AND pad1state
BEQ _checkwalkup
LDA playerx
SEC
SBC #$01
STA playerx
_checkwalkup:
LDA #padup
AND pad1state
BEQ _checkwalkdown
LDA playery
SEC
SBC #$01
STA playery
_checkwalkdown:
LDA #paddown
AND pad1state
BEQ _move_mario
LDA playery
CLC
ADC #$01
STA playery
_move_mario:
;; Put mario in as the first multisprite
LDA #<sprMarioData
PHA
LDA #>sprMarioData
PHA
LDA sprMario
PHA
;; DO IT
LDA #$00
STA curSpriteOAMIndexLo
LDA #$02
STA curSpriteOAMIndexHi
JSR oamInsertMultiSprite
_nmi_finish:
LDA #%10010000 ; enable NMI (so we get a function call every
; vblank), and draw sprites from table 0
STA $2000
@@ -262,7 +367,7 @@ NMI:
LDA #$00 ; hey PPU, stop friggin scrolling!
STA $2005
STA $2005
RTI ; just return
RTI
palette:
.byte $22,$29,$1A,$0F,$22,$36,$17,$0F,$22,$30,$21,$0F,$22,$27,$17,$0F ;;background palette
@@ -345,6 +450,6 @@ sprMario2Data:
.word 0 ;; If we used an external IRQ vector, we would put it here
;; --- graphics bank
.org $0000 ;; CHR data is below PRG data in the memory
.incbin "mario.chr" ; include 8kB of graphics from SMB1