Some reformatting
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42
nesgame.S
42
nesgame.S
@@ -3,15 +3,15 @@
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;; how many 8kB banks of CHR data, which mapper to use for bank swapping
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;; and how to perform background mirroring
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.inesprg 1 ;; 1x 16kB bank of PRG (program) code
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.ineschr 1 ;; 1x 8kB bank of CHR (tile/sprite) data
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.inesmap 0 ;; use mapper 0; NROM, no bank swapping
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.inesmir 1 ;; background mirroring (we don't care for now)
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.inesprg 1 ;; 1x 16kB bank of PRG (program) code
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.ineschr 1 ;; 1x 8kB bank of CHR (tile/sprite) data
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.inesmap 0 ;; use mapper 0; NROM, no bank swapping
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.inesmir 1 ;; background mirroring (we don't care for now)
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;; For NESASM, we need to tell it where each bank begins.
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.bank 0
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.org $C000 ;; PRG bank 1 has 8kB at 0x0C000
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.bank 0
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.org $C000 ;; PRG bank 1 has 8kB at 0x0C000
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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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@@ -101,24 +101,24 @@ _MAIN_loop:
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NMI:
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RTI ; just return
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.bank 1 ;; NESASM sees our 16kB code banks as pairs of
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.org $E000 ;; 8kB code banks, so we have to declare each
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;; 8kB half-bank separately, and split code
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;; between them.
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;; .. How to know when we have written enough
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;; code? ..
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.bank 1 ;; NESASM sees our 16kB code banks as pairs of
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.org $E000 ;; 8kB code banks, so we have to declare each
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;; 8kB half-bank separately, and split code
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;; between them.
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;; .. How to know when we have written enough
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;; code? ..
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;; insert the rest of the bank 1 code here
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.bank 1
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.org $FFFA
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.dw NMI ;; For Non-Maskable Interrupts, please jump to the location
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;; of the NMI label
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.dw START ;; For the reset button or power-on, jump to the location
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;; of the START label
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.dw 0 ;; If we used an external IRQ vector, we would put it here
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.bank 1
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.org $FFFA
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.dw NMI ;; For Non-Maskable Interrupts, please jump to the location
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;; of the NMI label
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.dw START ;; For the reset button or power-on, jump to the location
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;; of the START label
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.dw 0 ;; If we used an external IRQ vector, we would put it here
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;; --- graphics bank
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.bank 2 ;; CHR bank 0 starts here for tile/sprite data
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.org $0000 ;; CHR data is below PRG data in the memory
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.bank 2 ;; CHR bank 0 starts here for tile/sprite data
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.org $0000 ;; CHR data is below PRG data in the memory
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