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authorMiquel Sabaté Solà <msabate@suse.com>2023-11-27 10:31:03 +0100
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-02-04 21:02:54 +0100
commitcee93625989b651cfe91387eabd0abd3f64a00df (patch)
treed1525bd15c191c2926ea1166263b249a8bbeb79c /scroll/include
parent0e1839f48ada69b81f5879449d0e0fe435f851c5 (diff)
downloadcode.nes-cee93625989b651cfe91387eabd0abd3f64a00df.tar.gz
code.nes-cee93625989b651cfe91387eabd0abd3f64a00df.zip
scroll: Start with the scrolling examples
This is still work in progress but at least there's some basic structure to it. Signed-off-by: Miquel Sabaté Solà <msabate@suse.com>
Diffstat (limited to 'scroll/include')
-rw-r--r--scroll/include/apu.s6
-rw-r--r--scroll/include/globals.s43
-rw-r--r--scroll/include/joypad.s63
-rw-r--r--scroll/include/oam.s13
-rw-r--r--scroll/include/palettes.s30
-rw-r--r--scroll/include/player.s88
-rw-r--r--scroll/include/ppu.s27
7 files changed, 270 insertions, 0 deletions
diff --git a/scroll/include/apu.s b/scroll/include/apu.s
new file mode 100644
index 0000000..32ccff2
--- /dev/null
+++ b/scroll/include/apu.s
@@ -0,0 +1,6 @@
+.segment "CODE"
+
+.scope APU
+ DMC = $4010
+ FRAME_COUNTER = $4017
+.endscope
diff --git a/scroll/include/globals.s b/scroll/include/globals.s
new file mode 100644
index 0000000..d941736
--- /dev/null
+++ b/scroll/include/globals.s
@@ -0,0 +1,43 @@
+;; Resets the background buffer to a zero-sized array.
+.macro CLEAR_BACKGROUND_BUFFER
+ lda #$FF
+ sta Globals::m_background_buffer
+.endmacro
+
+;; TODO: macro PUSH_TO_BACKGROUND_BUFFER_X
+
+;; Global variables used throughout the scrolling examples.
+.scope Globals
+ ;;;
+ ;; Temporary values.
+
+ m_tmp_1 = $90
+ m_tmp_2 = $91
+ m_tmp_3 = $92
+
+ ;; Current value for the scroll on the X axis.
+ m_scroll = $93
+
+ m_background_idx = $19
+
+ ;; TODO
+ m_collisions = $20
+
+ ;; TODO
+ m_background_buffer = $40
+
+ ;; Initialize global variables.
+ .proc init
+ lda #0
+ sta m_tmp_1
+ sta m_tmp_2
+ sta m_tmp_3
+ sta m_scroll
+ sta m_background_idx
+
+ CLEAR_BACKGROUND_BUFFER
+ sta m_collisions
+
+ rts
+ .endproc
+.endscope
diff --git a/scroll/include/joypad.s b/scroll/include/joypad.s
new file mode 100644
index 0000000..8711c28
--- /dev/null
+++ b/scroll/include/joypad.s
@@ -0,0 +1,63 @@
+.segment "CODE"
+
+;;;
+;; Joypad controller code. The following memory addresses are reserved: $21-$23.
+;;
+;; Memory address $21 is used for internal purposes, whereas $22 and $23 contain
+;; the bitmask of the buttons that are pressed from each controller.
+;;;
+
+.scope Joypad
+ ;; Button masks.
+ BUTTON_A = 1 << 7
+ BUTTON_B = 1 << 6
+ BUTTON_SELECT = 1 << 5
+ BUTTON_START = 1 << 4
+ BUTTON_UP = 1 << 3
+ BUTTON_DOWN = 1 << 2
+ BUTTON_LEFT = 1 << 1
+ BUTTON_RIGHT = 1 << 0
+
+ ;; Port addresses for controllers.
+ JOYPAD1 = $4016
+ JOYPAD2 = $4017
+
+ ;; We keep all the information from controller from mainly two variables:
+ ;; m_buttons1 and m_buttons2; containing respectively the buttons pressed
+ ;; for this frame for both controllers. The m_inv_buttons ($21) is an
+ ;; internal variable and should not be used for anything outside of this
+ ;; usage.
+ m_inv_buttons = $21
+ m_buttons1 = $22
+ m_buttons2 = $23
+
+ ;; READ_CONTROLLER reads the input from the controller mapped into the given
+ ;; port, and saves the state into the given `buttons` address.
+ ;; Implementation taken from NESHacker's example of smb3-like movement.
+ .macro READ_CONTROLLER port, buttons
+ lda m_inv_buttons
+ tay
+ lda #1
+ sta port
+ sta m_inv_buttons
+ lsr
+ sta port
+ :
+ lda port
+ lsr
+ rol m_inv_buttons
+ bcc :-
+ tya
+ eor m_inv_buttons
+ and m_inv_buttons
+ sta buttons
+ .endmacro
+
+ ;; read sets the values for m_buttons1 and m_buttons2 as read from both
+ ;; controllers.
+ .proc read
+ READ_CONTROLLER JOYPAD1, m_buttons1
+ READ_CONTROLLER JOYPAD2, m_buttons2
+ rts
+ .endproc
+.endscope
diff --git a/scroll/include/oam.s b/scroll/include/oam.s
new file mode 100644
index 0000000..ecd1b7d
--- /dev/null
+++ b/scroll/include/oam.s
@@ -0,0 +1,13 @@
+.segment "CODE"
+
+.scope OAM
+ ADDR = $2003
+ DMA = $4014
+.endscope
+
+.macro OAM_WRITE_SPRITES
+ lda #$00
+ sta OAM::ADDR
+ lda #$02
+ sta OAM::DMA
+.endmacro
diff --git a/scroll/include/palettes.s b/scroll/include/palettes.s
new file mode 100644
index 0000000..9403b7b
--- /dev/null
+++ b/scroll/include/palettes.s
@@ -0,0 +1,30 @@
+;; Shared code for palettes across scrolling examples.
+.scope Palettes
+ DEFAULT_COLOR = $11
+
+ ;; Copies all the palettes for our game into the proper PPU address.
+ .proc init
+ PPU_ADDR $3F00
+
+ ldx #0
+ @load_palettes_loop:
+ lda palettes, x
+ sta PPU::DATA
+ inx
+ cpx #$20
+ bne @load_palettes_loop
+ rts
+ palettes:
+ ;; Background
+ .byte DEFAULT_COLOR, $36, $17, $0F
+ .byte DEFAULT_COLOR, $00, $00, $00
+ .byte DEFAULT_COLOR, $00, $00, $00
+ .byte DEFAULT_COLOR, $00, $00, $00
+
+ ;; Foreground
+ .byte DEFAULT_COLOR, $28, $0F, $30
+ .byte DEFAULT_COLOR, $00, $00, $00
+ .byte DEFAULT_COLOR, $00, $00, $00
+ .byte DEFAULT_COLOR, $00, $00, $00
+ .endproc
+.endscope
diff --git a/scroll/include/player.s b/scroll/include/player.s
new file mode 100644
index 0000000..95d710d
--- /dev/null
+++ b/scroll/include/player.s
@@ -0,0 +1,88 @@
+;; This is the player code that gets re-used on all scrolling examples. This
+;; will show a meta-sprite made up of four sprites that make up diskun. You can
+;; move this player with the arrows, and the movement will be pretty basic (1
+;; pixel each time). Furthermore, the sprite handles collision with background
+;; elements (TODO), which is shared across all the scrolling examples.
+;;
+;; The sprite is stored in OAM memory $200-$20F, and the $30 and $31 memory
+;; addresses are used for keeping up with the screen coordinates.
+.scope Player
+ m_screen_x = $30
+ m_screen_y = $31
+
+ .proc init
+ lda #40
+ sta m_screen_x
+ sta m_screen_y
+
+ lda #$01
+ sta $201
+ lda #$02
+ sta $205
+ lda #$11
+ sta $209
+ lda #$12
+ sta $20D
+
+ lda #0
+ sta $202
+ sta $206
+ sta $20A
+ sta $20E
+
+ rts
+ .endproc
+
+ .proc update
+ jsr update_coordinates
+ jsr update_sprites
+ rts
+ .endproc
+
+ .proc update_coordinates
+ lda #Joypad::BUTTON_UP
+ and Joypad::m_buttons1
+ beq @check_down
+ dec m_screen_y
+ jmp @check_left
+ @check_down:
+ lda #Joypad::BUTTON_DOWN
+ and Joypad::m_buttons1
+ beq @check_left
+ inc m_screen_y
+ @check_left:
+ lda #Joypad::BUTTON_LEFT
+ and Joypad::m_buttons1
+ beq @check_right
+ dec m_screen_x
+ rts
+ @check_right:
+ lda #Joypad::BUTTON_RIGHT
+ and Joypad::m_buttons1
+ beq @end
+ inc m_screen_x
+ ;; TODO: move scroll
+ @end:
+ rts
+ .endproc
+
+ .proc update_sprites
+ lda m_screen_x
+ sta $203
+ sta $20B
+ clc
+ adc #8
+ sta $207
+ sta $20F
+
+ lda m_screen_y
+ sta $200
+ sta $204
+ clc
+ adc #8
+ sta $208
+ sta $20C
+
+ rts
+ .endproc
+.endscope
diff --git a/scroll/include/ppu.s b/scroll/include/ppu.s
new file mode 100644
index 0000000..23fd978
--- /dev/null
+++ b/scroll/include/ppu.s
@@ -0,0 +1,27 @@
+.segment "CODE"
+
+.scope PPU
+ CONTROL = $2000
+ MASK = $2001
+ STATUS = $2002
+ SCROLL = $2005
+ ADDRESS = $2006
+ DATA = $2007
+.endscope
+
+.macro PPU_ADDR address
+ lda #.HIBYTE(address)
+ sta PPU::ADDRESS
+ lda #.LOBYTE(address)
+ sta PPU::ADDRESS
+.endmacro
+
+;; WRITE_PPU_DATA is a macro that will write into PPU::ADDRESS the given address
+;; and into PPU::DATA the given byte value.
+.macro WRITE_PPU_DATA address, value
+ bit PPU::STATUS
+
+ PPU_ADDR address
+ lda #value
+ sta PPU::DATA
+.endmacro