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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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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3.5 - 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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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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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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.include "defines.S"
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.require "include/defines.S"
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.text zp
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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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.org $0010
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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 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 curSpriteDataHi 1
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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 playery 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 pad1right 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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.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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;; 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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@@ -113,51 +131,18 @@ _START_vblankwait2:
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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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;; the PPU is ready. Wait for it.
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MAIN:
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JMP main
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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
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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 ; we're populating the second palette, at $3F10
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STA $2006
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LDA #$00
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STA $2006
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LDX #$00
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_MAIN_LoadPaletteLoop:
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LDA palette, x ; 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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INX ; and then store the accumulator into the PPU
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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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;; 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
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;; All the sprite OAM data is initialized at the bottom of bank 1
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;; at .org $FF00
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PHA
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LDA #<palette
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PHA
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LDA #>palette
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PHA
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JSR paletteLoad
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;; $2000 is the PPU Control register, controlled by various bitflags.
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;;
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;; 7654 3210
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@@ -175,9 +160,6 @@ _MAIN_LoadPaletteLoop:
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;; +--------- Generate an NMI at the start of the
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;; vertical blanking interval (0: off; 1: on)
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LDA #%10000000 ; enable NMI (so we get a function call every
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; vblank), and draw sprites from table 0
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STA $2000
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;; The PPU mask is set at $2001, the 2nd PPU Control register, and it
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;; sets one config option for every bit of the byte
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@@ -195,10 +177,7 @@ _MAIN_LoadPaletteLoop:
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;; |+------- Intensify greens (and darken other colors)
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;; +-------- Intensify blues (and darken other colors)
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LDA #%00010000 ;; turn on sprites, no more background color
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STA $2001 ;; Write to PPU Control Register 2
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LDX #$0
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LDA #$80
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STA playerx
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STA playery
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@@ -232,59 +211,36 @@ _MAIN_LoadPaletteLoop:
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STA curSpriteOAMIndexHi
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JSR oamInsertMultiSprite
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;; ---------------------------
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_bgcall:
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LDA bgattrsize
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PHA
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LDA #>backgroundattrs
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PHA
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LDA #<backgroundattrs
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PHA
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LDA bgsize
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PHA
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LDA #>background
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PHA
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LDA #<background
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PHA
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JSR backgroundLoad
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;; Apparently you do NOT set sprite and tile data while these are turned on, bad things
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;; will happen!
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LDA #%10010000 ; enable NMI (so we get a function call every
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; vblank), and draw sprites from table 0
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STA $2000
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LDA #%10011110 ;; turn on sprites, turn on background, don't clip on the left
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STA $2001 ;; Write to PPU Control Register 2
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LDA #$00 ; hey PPU, stop friggin scrolling!
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STA $2005
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STA $2005
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LDX #$0
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_MAIN_loop:
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JMP _MAIN_loop ;; Loop forever
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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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NMI:
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;; We need to copy all our OAM data to put sprites on screen during
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;; vblank. $2003 is the PPU OAM address, so we're going to tell it
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@@ -298,11 +254,63 @@ NMI:
|
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; which takes ~513 cycles. An unrolled
|
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; loop to do the same thing would take
|
||||
; 3-4 times as long.
|
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LDA #%10010000 ; enable NMI (so we get a function call every
|
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; vblank), and draw sprites from table 0
|
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STA $2000
|
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LDA #%00011110 ;; turn on sprites, turn on background, don't clip on the left
|
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STA $2001 ;; Write to PPU Control Register 2
|
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LDA #$00 ; hey PPU, stop friggin scrolling!
|
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STA $2005
|
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STA $2005
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RTI ; just return
|
||||
|
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palette:
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.byte $0F,$31,$32,$33,$0F,$35,$36,$37,$0F,$39,$3A,$3B,$0F,$3D,$3E,$0F
|
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.byte $0F,$1C,$15,$14,$0F,$02,$38,$3C,$0F,$1C,$15,$14,$0F,$02,$38,$3C
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.byte $22,$29,$1A,$0F,$22,$36,$17,$0F,$22,$30,$21,$0F,$22,$27,$17,$0F ;;background palette
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.byte $22,$1C,$15,$14,$22,$02,$38,$3C,$22,$1C,$15,$14,$22,$02,$38,$3C ;;sprite palette
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bgsize:
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.byte $80
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bgattrsize:
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.byte $08
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background:
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.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
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.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
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.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 2
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.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
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.byte $24,$24,$24,$24,$45,$45,$24,$24,$45,$45,$45,$45,$45,$45,$24,$24 ;;row 3
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.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$53,$54,$24,$24 ;;some brick tops
|
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.byte $24,$24,$24,$24,$47,$47,$24,$24,$47,$47,$47,$47,$47,$47,$24,$24 ;;row 4
|
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.byte $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$55,$56,$24,$24 ;;brick bottoms
|
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backgroundattrs:
|
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.byte %00000000,%00010000,%01010000,%00010000
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.byte %00000000,%00000000,%00000000,%00110000
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.byte $24,$24,$24,$24
|
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.byte $47,$47,$24,$24
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.byte $47,$47,$47,$47
|
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.byte $47,$47,$24,$24
|
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.byte $24,$24,$24,$24
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.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:
|
||||
.byte $08 ; Total number of subsprites in this metasprite
|
||||
sprMarioData:
|
||||
|
||||
Reference in New Issue
Block a user