;; All NES ROMs have a 16 byte header that describes how the ROM ;; works; specifically, how many banks of 16kB PRG (program) code, ;; how many 8kB banks of CHR data, which mapper to use for bank swapping ;; and how to perform background mirroring .inesprg 1 ;; 1x 16kB bank of PRG (program) code .ineschr 1 ;; 1x 8kB bank of CHR (tile/sprite) data .inesmap 0 ;; use mapper 0; NROM, no bank swapping .inesmir 1 ;; background mirroring (we don't care for now) ;; For NESASM, we need to tell it where each bank begins. .bank 0 .org $C000 ;; PRG bank 1 has 8kB at 0x0C000 ;; START will be called by the NES whenever the system boots ;; or when the reset button is pressed (think of _start in libc ) ;; but the fact that the NES looks at "START" is only because we ;; specified it in bank 1 at 0xFFFA, the vector table START: SEI ;; disable IRQs (we don't have an IRQ vector) CLD ;; disable decimal mode (NES 6502 doesn't have ;; a decimal mode, please don't produce decimal ;; mode instructions, NESASM!) LDX #$40 ;; load 0x40 into X register STX $4017 ;; store what's in X to address 0x4017 ... ;; 0x4017 is the Joystick 2 port?! WTF does this ;; do?! LDX #$FF 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 _START_vblankwait: BIT $2002 ;; Bitwise AND the accumulator (LDA) with mem ;; at 0x2002, and set the Zero, Sign and Overflow ;; flags accordingly. 0x2002 is the PPU status ;; register; when 0x2002 has bit 7 set, we are ;; in vblank, so this is how we check for it. BPL _START_vblankwait ;; Until the sign bit is set, loop here. Wait ;; for vblank. _START_clearmem: ;; Hey look, it's the longest memset() ever! LDA #$00 STA $0000, x ;; store 0 to (LDX) + 0x0000 ... but X should ;; be 0 at this point (see START where we INX), ;; so why aren't we just using zero-page ;; addressing? ;; ... that's what I thought at first, before STA $0100, x ;; I realized that I'm looking at a loop: STA $0200, x ;; STA $0400, x ;; for ( x = 0; x < 256 ; x++) STA $0500, x ;; *(0x0100 + x) = 0; STA $0600, x ;; .... STA $0700, x ;; the INX and BNE at the bottom are the "; x++)" ;; This clears the zero page, the stack, and ;; the entirety of main RAM LDA #$FE ;; It's also not clear at all what these two STA $0300, x ;; are setting; maybe it's object attribute ;; memory (OAM)? INX ;; X is already 0 so this should do X=1, ;; and the Zero and Sign flags should both go 0 BNE _START_clearmem ;; "; x++)", loop back to clrmem until X rolls _START_vblankwait2: BIT $2002 ;; copy paste going to happen in ASM BPL _START_vblankwait2 ;; once we've gotten 1 vblank, ;; cleared mem, and gotten another vblank, ;; the PPU is ready. Wait for it. MAIN: ;; horray, here is main() ;; all we do is set the PPU mask to intensify blues, and loop forever ;; 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 ;; ||||||| with 0x30, effectively producing a monochrome display; ;; ||||||| note that colour emphasis STILL works when this is on!) ;; ||||||+-- Disable background clipping in leftmost 8 pixels of screen ;; |||||+--- Disable sprite clipping in leftmost 8 pixels of screen ;; ||||+---- Enable background rendering ;; |||+----- Enable sprite rendering ;; ||+------ Intensify reds (and darken other colors) ;; |+------- Intensify greens (and darken other colors) ;; +-------- Intensify blues (and darken other colors) LDA #%10000000 ;; blue background! STA $2001 ;; Write to PPU Control Register 2 _MAIN_loop: JMP _MAIN_loop ;; Loop forever and do nothing NMI: RTI ; just return .bank 1 ;; NESASM sees our 16kB code banks as pairs of .org $E000 ;; 8kB code banks, so we have to declare each ;; 8kB half-bank separately, and split code ;; between them. ;; .. How to know when we have written enough ;; code? .. ;; insert the rest of the bank 1 code here .bank 1 .org $FFFA .dw NMI ;; For Non-Maskable Interrupts, please jump to the location ;; of the NMI label .dw START ;; For the reset button or power-on, jump to the location ;; of the START label .dw 0 ;; If we used an external IRQ vector, we would put it here ;; --- graphics bank .bank 2 ;; CHR bank 0 starts here for tile/sprite data .org $0000 ;; CHR data is below PRG data in the memory