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:
2
Makefile
2
Makefile
@@ -6,7 +6,7 @@ MAIN_SOURCE=nesgame.S
|
|||||||
|
|
||||||
all: nesgame.nes
|
all: nesgame.nes
|
||||||
nesgame.nes : $(SOURCE)
|
nesgame.nes : $(SOURCE)
|
||||||
ophis -o $(MAIN_SOURCE) $<
|
ophis -o $@ $(MAIN_SOURCE)
|
||||||
|
|
||||||
.PHONY: test
|
.PHONY: test
|
||||||
test: nesgame.nes
|
test: nesgame.nes
|
||||||
|
|||||||
6
README
6
README
@@ -10,8 +10,10 @@ Milestone list:
|
|||||||
2- (DONE) Single sprite visible on the screen
|
2- (DONE) Single sprite visible on the screen
|
||||||
3- (DONE) Complete complex (multi-part) sprite visible on the screen
|
3- (DONE) Complete complex (multi-part) sprite visible on the screen
|
||||||
3.5 - (DONE) single background tile visible on the screen
|
3.5 - (DONE) single background tile visible on the screen
|
||||||
4- Swap palette of sprite in response to gamepad
|
4- (INVALIDATED) Swap palette of sprite in response to gamepad
|
||||||
5- Move sprite on screen with no animation
|
This milestone got invalidated because my sprite data is in ROM, not in RAM
|
||||||
|
and besides, milestone 5 covers everything this was supposed to anyway
|
||||||
|
5- (DONE) Move sprite on screen with no animation
|
||||||
6- Display a full tile map on the screen
|
6- Display a full tile map on the screen
|
||||||
7- Collide a sprite with the world map
|
7- Collide a sprite with the world map
|
||||||
8- Apply gravity to a sprite and have him stand on the "ground"
|
8- Apply gravity to a sprite and have him stand on the "ground"
|
||||||
|
|||||||
16
defines.S
16
defines.S
@@ -1,16 +0,0 @@
|
|||||||
.alias curSpriteDataRead curSpriteDataLo
|
|
||||||
.alias curSpriteDataWrite curSpriteDataHi
|
|
||||||
|
|
||||||
.macro storeStackReturn ; storeStackReturn
|
|
||||||
PLA
|
|
||||||
STA prevReturnAddrHi
|
|
||||||
PLA
|
|
||||||
STA prevReturnAddrLo
|
|
||||||
.macend
|
|
||||||
|
|
||||||
.macro restoreStackReturn
|
|
||||||
LDA prevReturnAddrLo
|
|
||||||
PHA
|
|
||||||
LDA prevReturnAddrhi
|
|
||||||
PHA
|
|
||||||
.macend
|
|
||||||
@@ -1,5 +1,13 @@
|
|||||||
.alias curSpriteDataRead curSpriteDataLo
|
.alias curSpriteDataRead curSpriteDataLo
|
||||||
.alias curSpriteDataWrite curSpriteDataHi
|
.alias curSpriteDataWrite curSpriteDataHi
|
||||||
|
.alias pada %10000000
|
||||||
|
.alias padb %01000000
|
||||||
|
.alias padselect %00100000
|
||||||
|
.alias padstart %00010000
|
||||||
|
.alias padup %00001000
|
||||||
|
.alias paddown %00000100
|
||||||
|
.alias padleft %00000010
|
||||||
|
.alias padright %00000001
|
||||||
|
|
||||||
.macro storeStackReturn ; storeStackReturn
|
.macro storeStackReturn ; storeStackReturn
|
||||||
PLA
|
PLA
|
||||||
|
|||||||
131
nesgame.S
131
nesgame.S
@@ -42,23 +42,22 @@
|
|||||||
.space curSpriteLen 1
|
.space curSpriteLen 1
|
||||||
.space playery 1
|
.space playery 1
|
||||||
.space playerx 1
|
.space playerx 1
|
||||||
.space pad1a 1
|
.space pad1state 1
|
||||||
.space pad1b 1
|
.space pad2state 1
|
||||||
.space pad1select 1
|
.space pad3state 1
|
||||||
.space pad1start 1
|
.space pad4state 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 tempdivident 1
|
.space tempdivident 1
|
||||||
.space tempdivisor 1
|
.space tempdivisor 1
|
||||||
.space tempdivresult 1
|
.space tempdivresult 1
|
||||||
.space tempdivmodulus 1
|
.space tempdivmodulus 1
|
||||||
|
|
||||||
|
.org $0040
|
||||||
|
.space sprMario2DataHook1 1
|
||||||
|
.space sprMario2DataHook2 1
|
||||||
|
.space sprMario2DataHook3 1
|
||||||
|
.space sprMario2DataHook4 1
|
||||||
|
|
||||||
.text
|
.text
|
||||||
.org $C000 ;; PRG bank code starts at 0xC000
|
.org $C000 ;; PRG bank code starts at 0xC000
|
||||||
|
|
||||||
@@ -254,6 +253,112 @@ NMI:
|
|||||||
; which takes ~513 cycles. An unrolled
|
; which takes ~513 cycles. An unrolled
|
||||||
; loop to do the same thing would take
|
; loop to do the same thing would take
|
||||||
; 3-4 times as long.
|
; 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
|
LDA #%10010000 ; enable NMI (so we get a function call every
|
||||||
; vblank), and draw sprites from table 0
|
; vblank), and draw sprites from table 0
|
||||||
STA $2000
|
STA $2000
|
||||||
@@ -262,7 +367,7 @@ NMI:
|
|||||||
LDA #$00 ; hey PPU, stop friggin scrolling!
|
LDA #$00 ; hey PPU, stop friggin scrolling!
|
||||||
STA $2005
|
STA $2005
|
||||||
STA $2005
|
STA $2005
|
||||||
RTI ; just return
|
RTI
|
||||||
|
|
||||||
palette:
|
palette:
|
||||||
.byte $22,$29,$1A,$0F,$22,$36,$17,$0F,$22,$30,$21,$0F,$22,$27,$17,$0F ;;background palette
|
.byte $22,$29,$1A,$0F,$22,$36,$17,$0F,$22,$30,$21,$0F,$22,$27,$17,$0F ;;background palette
|
||||||
|
|||||||
Reference in New Issue
Block a user