Milestone 3.5, tiles and sprites both present on the screen. Also started breaking the code out into libraries for easier editing and maintenance.
This commit is contained in:
2
README
2
README
@@ -7,7 +7,7 @@ Milestone list:
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1- (DONE) Boot a ROM that does nothing
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1- (DONE) Boot a ROM that does nothing
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2- (DONE) Single sprite visible on the screen
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2- (DONE) Single sprite visible on the screen
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3- (DONE) Complete complex (multi-part) sprite visible on the screen
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3- (DONE) Complete complex (multi-part) sprite visible on the screen
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3.5 - single background tile visible on the screen
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3.5 - (DONE) single background tile visible on the screen
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4- Swap palette of sprite in response to gamepad
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4- Swap palette of sprite in response to gamepad
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5- Move sprite on screen with no animation
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5- Move sprite on screen with no animation
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6- Display a full tile map on the screen
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6- Display a full tile map on the screen
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16
include/defines.S
Normal file
16
include/defines.S
Normal file
@@ -0,0 +1,16 @@
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.alias curSpriteDataRead curSpriteDataLo
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.alias curSpriteDataWrite curSpriteDataHi
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.macro storeStackReturn ; storeStackReturn
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PLA
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STA prevReturnAddrHi
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PLA
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STA prevReturnAddrLo
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.macend
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.macro restoreStackReturn
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LDA prevReturnAddrLo
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PHA
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LDA prevReturnAddrhi
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PHA
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.macend
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140
include/graphics.S
Normal file
140
include/graphics.S
Normal file
@@ -0,0 +1,140 @@
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.require "defines.S"
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;; Function : paletteLoad
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;;
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;; Given the address of a palette in ROM or RAM, and the
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;; index of which palette to load (0=3F00, 1=3F10), load a
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;; palette into the PPU
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;;
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;; arguments are on the stack (in push order):
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;; - 00 or 10, lyte byte of PPU palette address to load
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;; - Low byte of palette address
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;; - High byte of palette address
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paletteLoad:
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.invoke storeStackReturn
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PLA
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STA curPaletteHi
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PLA
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STA curPaletteLo
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LDA $2002 ; The PPU Memory address at $2006 expects
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; the high byte of the palette address first,
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; then the low byte, but we can't know
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; which one it's expecting right now, so we
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; read the PPU status at $2002 to reset the
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; high/low latch on $2006.
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LDA #$3F ; palettes live at $3F00 and $3F10
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STA $2006
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PLA
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STA $2006
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LDX #$00
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_loop:
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LDA (curPaletteLo), y ; Loop over each index of the byte array at
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STA $2007 ; 'palette', store each one into the accumulator
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INY ; and then store the accumulator into the PPU
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CPY #$20 ; .. compare X to 20 (size of 'palette'), and
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BNE _loop ; loop as long as the Zero flag isn't set (NE)
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.invoke restoreStackReturn
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RTS
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;; Function : backgroundLoad
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;;
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;; Given the address of a set of background tiles, and the
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;; address of their attribute data, load the background into the PPU
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;;
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;; arguments on the stack (in push order):
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;; - Length of background attribute data
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;; - Hi byte of background attribute data address
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;; - Lo byte of background attribute data address
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;; - Length of background data
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;; - Hi byte of background data address
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;; - Lo byte of background data address
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backgroundLoad:
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.invoke storeStackReturn
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PLA
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STA curBackgroundLo
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PLA
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STA curBackgroundHi
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PLA
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STA curBackgroundLen
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PLA
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STA curBackgroundAttrLo
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PLA
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STA curBackgroundAttrHi
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PLA
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STA curBackgroundAttrLen
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LDA $2002 ; reset the PPU hi/low latch
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LDA #$20
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STA $2006 ; PPU address data is written high then low
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LDA #$00
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STA $2006
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LDY #$00
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_loadbgloop:
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LDA (curBackgroundLo), y
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STA $2007
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INY
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CPY curBackgroundLen
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BNE _loadbgloop
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LDA $2002 ; reset the PPU latch again
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LDA #$23
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STA $2006
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LDA #$C0
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STA $2006
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LDY #$00
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_loadattrloop:
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LDA (curBackgroundAttrLo), y
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STA $2007
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INY
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CPY curBackgroundAttrLen
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BNE _loadattrloop
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.invoke restoreStackReturn
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RTS
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;; Function : oamInsertMultiSprite
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;;
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;; Given the address of a multisprite, and its length (number of
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;; subsprites), load the multisprite into the OAM memory at
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;; index 0.
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;;
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;; Arguments on the stack:
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;; - Length of multisprite
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;; - High byte of multisprite's address
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;; - Low byte of multisprite's address
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;;
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;; FIXME: Need to keep a list of all multisprites so I can append
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;; new ones to the list, and remove dead ones; right now this all
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;; presumes $0200 is the root for the multisprite, which will stop
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;; being true once I have more than one.
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oamInsertMultiSprite:
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.invoke storeStackReturn
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LDX #$0
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LDY #$0
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PLA
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STA curSpriteLen
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PLA
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STA curSpriteDataHi
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PLA
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STA curSpriteDataLo
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;; ----
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_looptop:
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LDA playery ; set Y position
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CLC
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ADC (curSpriteDataLo), y
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STA (curSpriteOAMIndexLo), y
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INY
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LDA (curSpriteDataLo), y ; set tile number
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STA (curSpriteOAMIndexLo), y
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INY
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LDA (curSpriteDataLo), y
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STA (curSpriteOAMIndexLo), y
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INY
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LDA playerx ; set X position
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CLC
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ADC (curSpriteDataLo), y
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STA (curSpriteOAMIndexLo), y
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INY
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INX ; increment the sprite counter
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CPX curSpriteLen ; any more sprites in the current multisprite?
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BNE _looptop
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.invoke restoreStackReturn
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RTS
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28
include/math.S
Normal file
28
include/math.S
Normal file
@@ -0,0 +1,28 @@
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;; Function : divide
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;;
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;; Divide the value in A by the value in Y
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;; The dividend is returned in A
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;; The modulus is returned in Y
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divide:
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.invoke storeStackReturn
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sta tempdivident ;Stores divident
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sty tempdivisor ;Stores divisor
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lda #$00
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sta tempdivresult ;Clear result
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ldy #$10 ;The loop is for 16-bit result
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_divide_loop:
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asl tempdivident
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rol ;Shift divisor in 1 bit
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cmp tempdivisor ;Check if fractional dividend is greater than divisor
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bcc _divide_subloop
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sbc tempdivisor ;Substract (C is always set)
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_divide_subloop:
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rol tempdivresult ;Shift result (1 if substation was done, 0 otherwise)
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rol tempdivmodulus
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dey
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bne _divide_loop
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lda tempdivresult
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ldy tempdivmodulus
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.invoke restoreStackReturn
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RTS
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214
nesgame.S
214
nesgame.S
@@ -13,7 +13,7 @@
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.byte $00,$00,$00,$00 ; Reserved bytes
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.byte $00,$00,$00,$00 ; Reserved bytes
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.byte $00,$00,$00,$00 ; Reserved bytes
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.byte $00,$00,$00,$00 ; Reserved bytes
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.include "defines.S"
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.require "include/defines.S"
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.text zp
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.text zp
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.org $0000
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.org $0000
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@@ -25,12 +25,20 @@
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.space prevReturnAddrHi 1
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.space prevReturnAddrHi 1
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.org $0010
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.org $0010
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;; $0010 - 001F is reserved for global pointers
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;; $0010 - 001F is reserved for global pointers
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.space curPaletteLo 1
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.space curPaletteHi 1
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.space curSpriteOAMIndexLo 1
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.space curSpriteOAMIndexLo 1
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.space curSpriteOAMIndexHi 1
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.space curSpriteOAMIndexHi 1
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.space curBackgroundLo 1
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.space curBackgroundHi 1
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.space curBackgroundAttrLo 1
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.space curBackgroundAttrHi 1
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.space curSpriteDataLo 1
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.space curSpriteDataLo 1
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.space curSpriteDataHi 1
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.space curSpriteDataHi 1
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.org $0020
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.org $0020
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;; $0020 - 00FF is space for general purpose global variables
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;; $0020 - 00FF is space for general purpose global variable
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.space curBackgroundLen 1
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.space curBackgroundAttrLen 1
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.space curSpriteLen 1
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.space curSpriteLen 1
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.space playery 1
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.space playery 1
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.space playerx 1
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.space playerx 1
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@@ -43,10 +51,20 @@
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.space pad1left 1
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.space pad1left 1
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.space pad1right 1
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.space pad1right 1
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.space pad1areleased 1
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.space pad1areleased 1
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.space multiSpriteList 16 ; reserve 6 words for the list of multisprites
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; currently on screen, each one listed as a
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; WORD address
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.space tempdivident 1
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.space tempdivisor 1
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.space tempdivresult 1
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.space tempdivmodulus 1
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.text
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.text
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.org $C000 ;; PRG bank code starts at 0xC000
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.org $C000 ;; PRG bank code starts at 0xC000
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.require "include/math.S"
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.require "include/graphics.S"
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;; START will be called by the NES whenever the system boots
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;; START will be called by the NES whenever the system boots
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;; or when the reset button is pressed (think of _start in libc )
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;; or when the reset button is pressed (think of _start in libc )
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;; but the fact that the NES looks at "START" is only because we
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;; but the fact that the NES looks at "START" is only because we
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@@ -113,51 +131,18 @@ _START_vblankwait2:
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BPL _START_vblankwait2 ;; once we've gotten 1 vblank,
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BPL _START_vblankwait2 ;; once we've gotten 1 vblank,
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;; cleared mem, and gotten another vblank,
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;; cleared mem, and gotten another vblank,
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;; the PPU is ready. Wait for it.
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;; the PPU is ready. Wait for it.
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JMP main
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MAIN:
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main:
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;; horray, here is main()
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;; horray, here is main()
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_MAIN_LoadPalettes:
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LDA $2002 ; The PPU Memory address at $2006 expects
|
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; the high byte of the palette address first,
|
|
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; then the low byte, but we can't know
|
|
||||||
; which one it's expecting right now, so we
|
|
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; read the PPU status at $2002 to reset the
|
|
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; high/low latch on $2006.
|
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LDA #$3F ; we're populating the second palette, at $3F10
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STA $2006
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LDA #$00
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LDA #$00
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STA $2006
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PHA
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LDX #$00
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LDA #<palette
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_MAIN_LoadPaletteLoop:
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PHA
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LDA palette, x ; Loop over each index of the byte array at
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LDA #>palette
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STA $2007 ; 'palette', store each one into the accumulator
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PHA
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INX ; and then store the accumulator into the PPU
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JSR paletteLoad
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CPX #$20 ; .. compare X to 20 (size of 'palette'), and
|
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BNE _MAIN_LoadPaletteLoop ; loop as long as the Zero flag isn't set (NE)
|
|
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|
|
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|
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;; All sprites live between 0200-02FF; there are a max of 64 sprites
|
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;; on screen, and each one has a 4 byte struct describing it.
|
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;; *(sprite + 0) = y position
|
|
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;; *(sprite + 1) = tile index (0-FF) in the pattern table for pixels
|
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;; *(sprite + 2) = attributes. Color palette, priority, and mirroring.
|
|
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;; 76543210
|
|
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;; ||| ||
|
|
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;; ||| ++- Color Palette of sprite. Choose which set of 4 from
|
|
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;; ||| the 16 colors to use. You can select sprite colors only
|
|
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;; ||| in groups of 4 on 4 byte boundaries; so you can select
|
|
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;; ||| colors 0-3, 4-7, 8-11, and 12-15, but not 2-5, for
|
|
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;; ||| example. Palette construction and use is an art in
|
|
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;; ||| itself!
|
|
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;; |||
|
|
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;; ||+------ Priority (0: in front of background; 1: behind background)
|
|
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;; |+------- Flip sprite horizontally
|
|
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;; +-------- Flip sprite vertically
|
|
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;; *(sprite + 3) = x position
|
|
||||||
|
|
||||||
;; All the sprite OAM data is initialized at the bottom of bank 1
|
|
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;; at .org $FF00
|
|
||||||
|
|
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;; $2000 is the PPU Control register, controlled by various bitflags.
|
;; $2000 is the PPU Control register, controlled by various bitflags.
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;;
|
;;
|
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;; 7654 3210
|
;; 7654 3210
|
||||||
@@ -175,9 +160,6 @@ _MAIN_LoadPaletteLoop:
|
|||||||
;; +--------- Generate an NMI at the start of the
|
;; +--------- Generate an NMI at the start of the
|
||||||
;; vertical blanking interval (0: off; 1: on)
|
;; vertical blanking interval (0: off; 1: on)
|
||||||
|
|
||||||
LDA #%10000000 ; enable NMI (so we get a function call every
|
|
||||||
; vblank), and draw sprites from table 0
|
|
||||||
STA $2000
|
|
||||||
|
|
||||||
;; The PPU mask is set at $2001, the 2nd PPU Control register, and it
|
;; The PPU mask is set at $2001, the 2nd PPU Control register, and it
|
||||||
;; sets one config option for every bit of the byte
|
;; sets one config option for every bit of the byte
|
||||||
@@ -195,10 +177,7 @@ _MAIN_LoadPaletteLoop:
|
|||||||
;; |+------- Intensify greens (and darken other colors)
|
;; |+------- Intensify greens (and darken other colors)
|
||||||
;; +-------- Intensify blues (and darken other colors)
|
;; +-------- Intensify blues (and darken other colors)
|
||||||
|
|
||||||
LDA #%00010000 ;; turn on sprites, no more background color
|
|
||||||
STA $2001 ;; Write to PPU Control Register 2
|
|
||||||
LDX #$0
|
|
||||||
|
|
||||||
LDA #$80
|
LDA #$80
|
||||||
STA playerx
|
STA playerx
|
||||||
STA playery
|
STA playery
|
||||||
@@ -232,59 +211,36 @@ _MAIN_LoadPaletteLoop:
|
|||||||
STA curSpriteOAMIndexHi
|
STA curSpriteOAMIndexHi
|
||||||
JSR oamInsertMultiSprite
|
JSR oamInsertMultiSprite
|
||||||
;; ---------------------------
|
;; ---------------------------
|
||||||
|
_bgcall:
|
||||||
|
LDA bgattrsize
|
||||||
|
PHA
|
||||||
|
LDA #>backgroundattrs
|
||||||
|
PHA
|
||||||
|
LDA #<backgroundattrs
|
||||||
|
PHA
|
||||||
|
LDA bgsize
|
||||||
|
PHA
|
||||||
|
LDA #>background
|
||||||
|
PHA
|
||||||
|
LDA #<background
|
||||||
|
PHA
|
||||||
|
JSR backgroundLoad
|
||||||
|
|
||||||
|
;; Apparently you do NOT set sprite and tile data while these are turned on, bad things
|
||||||
|
;; will happen!
|
||||||
|
LDA #%10010000 ; enable NMI (so we get a function call every
|
||||||
|
; vblank), and draw sprites from table 0
|
||||||
|
STA $2000
|
||||||
|
LDA #%10011110 ;; turn on sprites, turn on background, don't clip on the left
|
||||||
|
STA $2001 ;; Write to PPU Control Register 2
|
||||||
|
LDA #$00 ; hey PPU, stop friggin scrolling!
|
||||||
|
STA $2005
|
||||||
|
STA $2005
|
||||||
|
LDX #$0
|
||||||
|
|
||||||
_MAIN_loop:
|
_MAIN_loop:
|
||||||
JMP _MAIN_loop ;; Loop forever
|
JMP _MAIN_loop ;; Loop forever
|
||||||
|
|
||||||
;; Function : oamInsertMultiSprite
|
|
||||||
;;
|
|
||||||
;; Given the address of a multisprite, and its length (number of
|
|
||||||
;; subsprites), load the multisprite into the OAM memory at
|
|
||||||
;; index 0.
|
|
||||||
;;
|
|
||||||
;; Arguments on the stack:
|
|
||||||
;; - Length of multisprite
|
|
||||||
;; - High byte of multisprite's address
|
|
||||||
;; - Low byte of multisprite's address
|
|
||||||
;;
|
|
||||||
;; FIXME: Need to keep a list of all multisprites so I can append
|
|
||||||
;; new ones to the list, and remove dead ones; right now this all
|
|
||||||
;; presumes $0200 is the root for the multisprite, which will stop
|
|
||||||
;; being true once I have more than one.
|
|
||||||
oamInsertMultiSprite:
|
|
||||||
.invoke storeStackReturn
|
|
||||||
LDX #$0
|
|
||||||
LDY #$0
|
|
||||||
PLA
|
|
||||||
STA curSpriteLen
|
|
||||||
PLA
|
|
||||||
STA curSpriteDataHi
|
|
||||||
PLA
|
|
||||||
STA curSpriteDataLo
|
|
||||||
;; ----
|
|
||||||
_looptop:
|
|
||||||
LDA playery ; set Y position
|
|
||||||
CLC
|
|
||||||
ADC (curSpriteDataLo), y
|
|
||||||
STA (curSpriteOAMIndexLo), y
|
|
||||||
INY
|
|
||||||
LDA (curSpriteDataLo), y ; set tile number
|
|
||||||
STA (curSpriteOAMIndexLo), y
|
|
||||||
INY
|
|
||||||
LDA (curSpriteDataLo), y
|
|
||||||
STA (curSpriteOAMIndexLo), y
|
|
||||||
INY
|
|
||||||
LDA playerx ; set X position
|
|
||||||
CLC
|
|
||||||
ADC (curSpriteDataLo), y
|
|
||||||
STA (curSpriteOAMIndexLo), y
|
|
||||||
INY
|
|
||||||
INX ; increment the sprite counter
|
|
||||||
CPX curSpriteLen ; any more sprites in the current multisprite?
|
|
||||||
BNE _looptop
|
|
||||||
.invoke restoreStackReturn
|
|
||||||
RTS
|
|
||||||
|
|
||||||
NMI:
|
NMI:
|
||||||
;; We need to copy all our OAM data to put sprites on screen during
|
;; 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
|
;; vblank. $2003 is the PPU OAM address, so we're going to tell it
|
||||||
@@ -298,11 +254,63 @@ 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.
|
||||||
|
LDA #%10010000 ; enable NMI (so we get a function call every
|
||||||
|
; vblank), and draw sprites from table 0
|
||||||
|
STA $2000
|
||||||
|
LDA #%00011110 ;; turn on sprites, turn on background, don't clip on the left
|
||||||
|
STA $2001 ;; Write to PPU Control Register 2
|
||||||
|
LDA #$00 ; hey PPU, stop friggin scrolling!
|
||||||
|
STA $2005
|
||||||
|
STA $2005
|
||||||
RTI ; just return
|
RTI ; just return
|
||||||
|
|
||||||
palette:
|
palette:
|
||||||
.byte $0F,$31,$32,$33,$0F,$35,$36,$37,$0F,$39,$3A,$3B,$0F,$3D,$3E,$0F
|
.byte $22,$29,$1A,$0F,$22,$36,$17,$0F,$22,$30,$21,$0F,$22,$27,$17,$0F ;;background palette
|
||||||
.byte $0F,$1C,$15,$14,$0F,$02,$38,$3C,$0F,$1C,$15,$14,$0F,$02,$38,$3C
|
.byte $22,$1C,$15,$14,$22,$02,$38,$3C,$22,$1C,$15,$14,$22,$02,$38,$3C ;;sprite palette
|
||||||
|
bgsize:
|
||||||
|
.byte $80
|
||||||
|
bgattrsize:
|
||||||
|
.byte $08
|
||||||
|
background:
|
||||||
|
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
|
||||||
|
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
|
||||||
|
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 2
|
||||||
|
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
|
||||||
|
.byte $24,$24,$24,$24,$45,$45,$24,$24,$45,$45,$45,$45,$45,$45,$24,$24 ;;row 3
|
||||||
|
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$53,$54,$24,$24 ;;some brick tops
|
||||||
|
.byte $24,$24,$24,$24,$47,$47,$24,$24,$47,$47,$47,$47,$47,$47,$24,$24 ;;row 4
|
||||||
|
.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$55,$56,$24,$24 ;;brick bottoms
|
||||||
|
backgroundattrs:
|
||||||
|
.byte %00000000,%00010000,%01010000,%00010000
|
||||||
|
.byte %00000000,%00000000,%00000000,%00110000
|
||||||
|
.byte $24,$24,$24,$24
|
||||||
|
.byte $47,$47,$24,$24
|
||||||
|
.byte $47,$47,$47,$47
|
||||||
|
.byte $47,$47,$24,$24
|
||||||
|
.byte $24,$24,$24,$24
|
||||||
|
.byte $24,$24,$24,$24
|
||||||
|
.byte $24,$24,$24,$24
|
||||||
|
.byte $55,$56,$24,$24 ;;brick bottoms
|
||||||
|
|
||||||
|
;; All sprites live between 0200-02FF; there are a max of 64 sprites
|
||||||
|
;; on screen, and each one has a 4 byte struct describing it.
|
||||||
|
;; *(sprite + 0) = y position
|
||||||
|
;; *(sprite + 1) = tile index (0-FF) in the pattern table for pixels
|
||||||
|
;; *(sprite + 2) = attributes. Color palette, priority, and mirroring.
|
||||||
|
;; 76543210
|
||||||
|
;; ||| ||
|
||||||
|
;; ||| ++- Color Palette of sprite. Choose which set of 4 from
|
||||||
|
;; ||| the 16 colors to use. You can select sprite colors only
|
||||||
|
;; ||| in groups of 4 on 4 byte boundaries; so you can select
|
||||||
|
;; ||| colors 0-3, 4-7, 8-11, and 12-15, but not 2-5, for
|
||||||
|
;; ||| example. Palette construction and use is an art in
|
||||||
|
;; ||| itself!
|
||||||
|
;; |||
|
||||||
|
;; ||+------ Priority (0: in front of background; 1: behind background)
|
||||||
|
;; |+------- Flip sprite horizontally
|
||||||
|
;; +-------- Flip sprite vertically
|
||||||
|
;; *(sprite + 3) = x position
|
||||||
|
|
||||||
sprMario:
|
sprMario:
|
||||||
.byte $08 ; Total number of subsprites in this metasprite
|
.byte $08 ; Total number of subsprites in this metasprite
|
||||||
sprMarioData:
|
sprMarioData:
|
||||||
|
|||||||
Reference in New Issue
Block a user