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authorMiquel Sabaté Solà <msabate@suse.com>2024-03-30 22:54:52 +0100
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-02-04 21:03:23 +0100
commit6913995597651172b88301776a9e3a66a7c68117 (patch)
tree710a929a8c4d171a4331c38a966e35f0f6c53358 /basics
parentcee93625989b651cfe91387eabd0abd3f64a00df (diff)
downloadcode.nes-6913995597651172b88301776a9e3a66a7c68117.tar.gz
code.nes-6913995597651172b88301776a9e3a66a7c68117.zip
basics: Add an example on CHR-RAM
Moreover, add a simple fix to the CI. Signed-off-by: Miquel Sabaté Solà <msabate@suse.com>
Diffstat (limited to 'basics')
-rw-r--r--basics/README.md4
-rw-r--r--basics/chr-ram.s299
-rw-r--r--basics/flicker.s1
3 files changed, 304 insertions, 0 deletions
diff --git a/basics/README.md b/basics/README.md
index 2a03f0e..84d43a6 100644
--- a/basics/README.md
+++ b/basics/README.md
@@ -19,5 +19,9 @@ and shoot bullets depending on the given input.
Whenever you are done with that, you can then move into other topics like:
+- `flicker.s`: flickers sprites which are aligned so they don't disappear due to
+ NES horizontal sprites limit.
- `persist.s`: using the MMC1 chip in order to persist data.
- `unrom.s`: bank switching using the UNROM chip.
+- `chr-ram.s`: how to show background and sprites via CHR-RAM instead of
+ CHR-ROM. This is a combination of `sprite.s` and `unrom.s`.
diff --git a/basics/chr-ram.s b/basics/chr-ram.s
new file mode 100644
index 0000000..c2fdfe9
--- /dev/null
+++ b/basics/chr-ram.s
@@ -0,0 +1,299 @@
+;;;
+;; This is the same example as `basics/sprite.s` but ported to the UNROM chip.
+;; This example could have been done with other chips, but the main idea is to
+;; render the same thing as `basics/sprite.s` but with CHR-RAM instead of
+;; CHR-ROM. You can take a look at the difference between these two approaches
+;; here: https://www.nesdev.org/wiki/CHR_ROM_vs._CHR_RAM.
+
+;; Same as the `basics/unrom.s` example. Just annotating what's relevant for
+;; this example.
+.segment "HEADER"
+ .byte 'N', 'E', 'S', $1A
+ .byte $08 ; 128KB of PRG-ROM (8 x 16KB)
+ .byte $00 ; No CHR-ROM.
+
+ .byte $20, $08 ; Mapper 2, horizontal mirroring, NES 2.0
+
+ .byte $00
+ .byte $00
+ .byte $00
+ .byte $07 ; 8192 (64 * 2^7) bytes CHR RAM, no battery
+
+.segment "VECTORS"
+ .addr nmi, reset, irq
+
+;;;
+;; Bank names as defined on the `basics/unrom.s` example. For this example we
+;; use BANK0 to store the graphics that will be moved into `CHR-RAM` by calling
+;; `transfer_to_chr_ram`. This is the main point to be taken from this example.
+
+.segment "BANK0"
+
+chr: .incbin "assets/basic.chr"
+
+.segment "BANK1"
+.segment "BANK2"
+.segment "BANK3"
+.segment "BANK4"
+.segment "BANK5"
+.segment "BANK6"
+
+;;;
+;; Just like in the `basics/unrom.s` example, we use the fixed bank for the core
+;; functionality.
+
+.segment "FIXED"
+
+;;;
+;; Bank switching code as with `basics/unrom.s`. Not used here.
+
+banktable:
+ .byte $00, $01, $02, $03, $04, $05, $06
+
+m_current_bank = $00
+
+bankswitch:
+ sty m_current_bank
+bankswitch_nosave:
+ tya
+ sta banktable, y
+ rts
+
+;;;
+;; From here on the code is basically the same as `basics/sprite.s`, but with a
+;; special twist that will be commented in. For comments on the rest of the code
+;; just check `basics/sprite.s`.
+
+reset:
+ sei
+ cld
+
+ ldx #$40
+ stx $4017
+
+ ldx #$ff
+ txs
+ inx
+ stx $2000
+ stx $2001
+ stx $4010
+
+@vblankwait1:
+ bit $2002
+ bpl @vblankwait1
+
+ ldx #0
+ lda #0
+@ram_reset_loop:
+ sta $000, x
+ sta $100, x
+ sta $300, x
+ sta $400, x
+ sta $500, x
+ sta $600, x
+ sta $700, x
+ inx
+ bne @ram_reset_loop
+
+ lda #$ef
+@sprite_reset_loop:
+ sta $200, x
+ inx
+ bne @sprite_reset_loop
+
+ ;; NOTE: after sprites have been reset we can transfer data from PRG-ROM
+ ;; into RAM so the rest of the code can assume that the data is there. This
+ ;; is the main difference with the `basics/sprite.s` example.
+ jsr transfer_to_chr_ram
+
+ lda #$00
+ sta $2003
+ lda #$02
+ sta $4014
+
+@vblankwait2:
+ bit $2002
+ bpl @vblankwait2
+
+ lda #$3F
+ sta $2006
+ lda #$00
+ sta $2006
+
+ lda #$0F
+ ldx #$20
+@palettes_reset_loop:
+ sta $2007
+ dex
+ bne @palettes_reset_loop
+
+ jmp main
+
+;;;
+;; Transfer the CHR data from PRG-ROM into RAM.
+.proc transfer_to_chr_ram
+ ;;;
+ ;; The code is pretty much taken from the NESDev wiki (see:
+ ;; https://www.nesdev.org/wiki/CHR_ROM_vs._CHR_RAM).
+
+ ;; First we set a 16-bit pointer that points `chr`, which contains the
+ ;; actual data. This pointer will be stored at $00-$01, which is probably
+ ;; not ideal, but this is just an example.
+ lda #<chr
+ sta $00
+ lda #>chr
+ sta $01
+
+ ;; Load the destination address into the PPU. We have to initialize both
+ ;; pattern tables, one starting at $0000, and the other at $1000. Hence we
+ ;; start by simply pointing at PPU address $0000, and the loop will simply
+ ;; fill both tables from here.
+ ldy #0
+ sty $2006
+ sty $2006
+
+ ;; - x contains the number of 256-byte pages to copy.
+ ;; - y will index within the page ($00-$FF).
+ ldx #32
+loop:
+ ;; First part of the loop: copy each byte of the current page.
+ lda ($00), y
+ sta $2007
+ iny
+ bne loop
+
+ ;; Go to the next page and repeat the first part of the loop.
+ inc $01
+ dex
+ bne loop
+
+ rts
+.endproc
+
+;;;
+;; And from here on it's pretty much copied from `basics/sprite.s`.
+
+.proc main
+ jsr init_palettes
+ jsr init_nametable
+ jsr init_sprites
+
+ cli
+ lda #%10110000
+ sta $2000
+ lda #%00011110
+ sta $2001
+
+@main_game_loop:
+ lda #%10000000
+ ora $20
+ sta $20
+@wait_for_render:
+ bit $20
+ bmi @wait_for_render
+
+ jmp @main_game_loop
+.endproc
+
+.proc init_palettes
+ lda #$3F
+ sta $2006
+ lda #$00
+ sta $2006
+
+ ldx #0
+@load_palettes_loop:
+ lda palettes, x
+ sta $2007
+ inx
+ cpx #$20
+ bne @load_palettes_loop
+ rts
+palettes:
+ .byte $0F, $12, $22, $32
+ .byte $0F, $00, $28, $30
+ .byte $0F, $28, $16, $2D
+ .byte $0F, $28, $16, $2D
+
+ .byte $0F, $00, $05, $30
+ .byte $0F, $00, $00, $00
+ .byte $0F, $00, $00, $00
+ .byte $0F, $00, $00, $00
+.endproc
+
+.macro WRITE_PPU_DATA address, value
+ bit $2002
+ lda #.HIBYTE(address)
+ sta $2006
+ lda #.LOBYTE(address)
+ sta $2006
+ lda #value
+ sta $2007
+.endmacro
+
+.proc init_nametable
+ bit $2002
+
+ WRITE_PPU_DATA $20C8, $02
+ WRITE_PPU_DATA $20B9, $04
+ WRITE_PPU_DATA $21CE, $04
+ WRITE_PPU_DATA $21BA, $04
+ WRITE_PPU_DATA $22B8, $04
+ WRITE_PPU_DATA $22E7, $04
+ WRITE_PPU_DATA $227A, $02
+
+ WRITE_PPU_DATA $23CE, %00000001
+
+ rts
+.endproc
+
+.proc init_sprites
+ NUM_SPRITES = 2
+
+ ldx #$00
+@load_sprites_loop:
+ lda initial_sprite_data, x
+ sta $0200, x
+ inx
+ cpx #(4 * NUM_SPRITES)
+ bne @load_sprites_loop
+ rts
+initial_sprite_data:
+ .byte $B0, $00, %00000000, $7A
+ .byte $B0, $00, %01000000, $82
+.endproc
+
+nmi:
+ bit $20
+ bpl @next
+
+ pha
+ txa
+ pha
+ tya
+ pha
+
+ lda #$00
+ sta $2003
+ lda #$02
+ sta $4014
+
+ bit $2002
+ lda #$00
+ sta $2005
+ sta $2005
+
+ lda #%01111111
+ and $20
+ sta $20
+
+ pla
+ tay
+ pla
+ tax
+ pla
+@next:
+ rti
+
+irq:
+ rti
diff --git a/basics/flicker.s b/basics/flicker.s
new file mode 100644
index 0000000..d6c08a7
--- /dev/null
+++ b/basics/flicker.s
@@ -0,0 +1 @@
+;; TODO