;;; ;; Show a sprite to the screen! This example also contains fully detailed ;; explanations on each section on how an NES game is initialized and stored. ;;; ;; The iNES is the de facto standard for the distribution of NES binary programs ;; and it's compatible with the format used by NES cartridges themselves (used, ;; even, by the Wii Virtual Console). The layout is composed by segments in ;; memory, which are defined with the `.segment` macro and known by the compiler ;; through a linker configuration. You can provide a configuration of your own, ;; but bear in mind that compilers like `cc65` (the one used here, which is the ;; most common) already provide a default configuration for the linker that ;; glues a set of pretty commonly defined named segments. You can read about ;; this in `cfg/nes.cfg` from inside your cc65 installation. Otherwise, I have ;; also written linker configuration files for other examples: take a look, for ;; instance, at the `config/unrom.cfg` file, which is used by the ;; `basics/unrom.s` program. ;;; ;; The "HEADER" is the first segment of any iNES binary and it contains basic ;; information about what this "cartridge" requires in order to work. Besides ;; basic identification, it defines some relevant things like PRG and CHR sizes, ;; plus mapping if desired. See https://www.nesdev.org/wiki/NES_2.0#Header for ;; documentation on this, or also: https://www.nesdev.org/neshdr20.txt. .segment "HEADER" ;; The first thing to do is to define the magic "NES\0" string identifier ;; ($1A is the ASCII that MS-DOS wanted as end of string). Some people write ;; it in hexadecimal through and through, but cc65 already compiles ;; characters into their proper hexadecimal values, so there's no need to be ;; extra cryptic here. .byte 'N', 'E', 'S', $1A ;; The next two bytes define the size of the PRG and CHR ROMs in this order. ;; Hence, the next two bytes define a 32KB (2 x 16KB) of PRG-ROM, and 8KB (1 ;; x 8KB) of CHR-ROM. This is the value expected on "NROM" cartridges (see ;; https://www.nesdev.org/wiki/NROM), which were the cartridges first used ;; by Nintendo (e.g. Super Mario Bros.). .byte $02 .byte $01 ;; Next we have two bytes for selecting a mapper. This is a huge topic (see ;; the NesDev wiki for this), but it basically refers to the fact that some ;; cartridges had specific requirements on how to place their data, or the ;; amount of it they required, or how they expected their data to be ;; mirrored in the memory, etc. During the life-time of the NES, and as ;; developers pushed the boundaries of the NES hardware, more intricate ;; mappers were used on the hardware of cartridges themselves. Thus, in ;; these two bytes we are telling the emulator: "hey, act as if this was a ;; cartridge that used this kind of mapper". .byte $00 ; Horizontal mirroring (good for vertical scrollers) .byte $00 ; No mapper nor special-case flags. ;; The previous are the mandatory bytes in order to get a "cartridge" going. ;; After this there are some other bytes you can put into the header, like ;; specifying the region (NTSC vs PAL), but for now this falls out of my ;; radar :-) ;;; ;; This is the segment where we tell the processor where to find the code for ;; three important topics: the Non-Maskable Interrupts handler, the Reset ;; handler, and the IRQ handler. If you look at the configuration from `cc65` ;; that was provided on your installation (or if you are pesky enough to create ;; one yourself), you will notice that these vector addresses are placed at the ;; very end of ROM space ($fffa-ffff). This is not a quirk from the ;; configuration, but it's a requirement from the architecture of the 6502 ;; processor. Hence, the NES/Famicom (and emulators) will look at these three ;; last addresses to know where to jump for each case. .segment "VECTORS" .addr nmi .addr reset .addr irq ;;; ;; The "STARTUP" segment is required by the default linker configuration. ;; Theoretically there should be a semantical difference between this section ;; and "CODE", but as for the linker goes, there is no difference and everything ;; will be put sequentially on the resulting binary. Hence, if you want, you can ;; define an empty "STARTUP" segment (so to make the default configuration of ;; the linker happy), and put everything into the "CODE" segment. In fact, ;; according to the Famicom Party Book ;; (https://famicom.party/book/04-hardwareoverview/), the "STARTUP" section is ;; only used by C programs compiled down into 6502 assembly, so it might not be ;; even relevant for assembly programmers (and in fact said book actually ;; removes this segment in its linker configuration down the road). This is also ;; removed by the configuration provided in `config/nrom.cfg`, which is the one ;; being used in the end for this example. Hence, we jump right into "CODE". .segment "CODE" ;;; ;; The Reset handler is executed when the whole thing starts (i.e. the user has ;; pressed either the reset or the power on buttons on the NES). Thus, this ;; piece of code is pretty standard and an implementation is even given in the ;; NesDev wiki which is pretty much followed by everyone as I could see. The ;; main idea is to leave the hardware in a known state and then jump into the ;; main game subroutine. .proc reset ;; We first instruct the NES/Famicom to disable everything. That is, we ;; don't want any pesky interrupt to make us jump into the `nmi` section, ;; for example, before we have configured everything. ;; Ignore IRQs and disable decimal mode. The CPU for the NES/Famicom was ;; developed by Ricoh and it is a modified MOS 6502 processor which, besides ;; adding the APU, also removed the decimal mode from the original MOS 6502 ;; processor. The latter was done for obscure reasons (e.g. copyright ;; shenanigans). You can read more about the processor's specifics here: ;; https://www.nesdev.org/wiki/CPU. All of that being said, it's considered ;; good practice to disable decimal mode anyways, and games like Super Mario ;; Bros. followed this practice as well. sei cld ;; Disable APU frame IRQ. ;; ;; This is the first instance we see of Memory-Mapped I/O. This is a core ;; concept in NES programming and, to sum things up, the memory range ;; $2000-$5FFF is reserved to I/O operations, where each address is reserved ;; to a specific hardware operation. This is a wide range of addresses for a ;; small set of registers that can actually be touched. But this is because ;; on how the NES CPU is wired with the other chips and how "chip select" ;; cables were layed out. I've found the following video useful to grasp ;; this visually: https://youtu.be/lkJwpdw57lo?si=rNZhIzC3Gnf9ZU7A. In ;; retrospect it feels like a big waste of addressing space, but this is how ;; it is. ;; ;; Anyways, in this case ranges $4000-$4017 control the APU (Audio ;; Processing Unit). More precisely, the $4017 address controls what is ;; called the "Frame counter" from the APU ;; (https://www.nesdev.org/wiki/APU#Frame_Counter_($4017)). Setting #$40 to ;; it disables it completely, so we are in a known state. If we were to use ;; sound, at the end of the reset code we should enable it back. We do *not* ;; do it here because we don't need it. ldx #$40 stx $4017 ; APU Frame Counter ;; By the architecture of the 6502 processor, the stack is last-in-first-out ;; (LIFO) and lives at page 1 ($100-$1FF). This way the stack register can ;; be an 8-bit register instead of a 16-bit one. Moreover, the stack grows ;; top-down: from $1FF to $100. With all of this at hand, we can simply ;; initialize this register to $FF, which has to be loaded first on the `x` ;; register since `txs` (Transfer X to Stack Pointer) is the only ;; instruction in standard 6502 assembler which can touch the stack pointer. ;; ;; As a side note, in more complex scenarios in which you want to squeeze as ;; much RAM-space as possible, you might want to use the first page for ;; other tasks if the stack is guaranteed to not grow too much. If you check ;; `scroll/include/buffer.s`, you will see that in there the VRAM buffer is ;; reserved to grow from the lower end of the first page. A strict limit ;; must be guaranteed so neither the stack nor the VRAM buffer overstep each ;; other. ldx #$FF txs ;; And now disable, in this order, NMI, rendering and DMC IRQs. Note that ;; `x` was set to $ff, so increasing it by one results in a zero, which is ;; the value then stored in the aforementioned memory locations. ;; ;; The one on $4010 refers again to the APU (as described before), and it ;; directly controls the DMC. Again, if you wanted sound, you should enable ;; this back after the whole reset block. ;; ;; On the other side, the low addresses of $2000 control the PPU. In ;; particular, we disable NMIs from the PPU by setting the PPUCTRL address ;; ($2000) to zero, and we do the same for the PPUMASK ($2001). Don't worry ;; about them just now, we will go deeper down below. inx stx $2000 ; PPUCTRL stx $2001 ; PPUMASK stx $4010 ; APU DMC ;;; ;; NOTE: If you are using a mapper which needs some special configuration, ;; now it would be a good time set it up. I am not using a special mapper, ;; so there's nothing from me to do here. Refer to other examples like ;; `basics/persist.s` on how some chips such as MMC1 are set up at this ;; point. ;;; ;; At this point, we have to wait for the PPU to stabilize. This is ;; typically done by checking a flag from the PPUSTATUS address ($2002) and ;; waiting until the proper value is set by the PPU. This happens in two ;; steps, and since this wait can take a while, programmers typically put ;; other initialization code here in between, like sprite resetting and ;; such. ;; ;; The PPUSTATUS memory address contains general information on the status ;; of the PPU, and is read-only. Moreover, reading from the PPUSTATUS has a ;; convenient side-effect: it resets the "address latch" for PPUADDR. We ;; will see how we can take advantage of this when we use the PPU properly ;; down the road. ;; First of the two waits. The `bit` outside of the loop is not a typo, but ;; since the VBlank flag is in an unknown state after reset, we clear it now ;; so the next loop does not exit immediately by mistake. bit $2002 ; PPUSTATUS @vblankwait1: bit $2002 ; PPUSTATUS bpl @vblankwait1 ;; The PPU has at least started, now we have a bunch of cycles for it to ;; stabilize, which will be properly announced through the PPUSTATUS memory ;; address. Instead of just waiting for it again, we will take the chance to ;; initialize more stuff. ;; One typical thing to do is to leave the RAM in a known state. That is, we ;; will set to 0 addresses $0000 - $07FF. Some people say that doing this is ;; bad because it will hide programming mistakes (e.g. bad initialization ;; code). Another scenario in which this might not be desirable is if you ;; are counting on unreliable values from RAM to build up entropy for ;; generating random numbers (i.e. a way to kickstart the random seed). ;; ;; Here we will just get the RAM clean. That being said, notice that we are ;; skipping $200-$2ff. This is no mistake as you will see below. 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 ; if x overflows back to #00, then we are done. ;; And now another thing we can do is to reset the sprites. We will reserve ;; space for sprites in $0200-02ff (the range we did not initialize when ;; cleaning up RAM). With this in mind we will perform a DMA process right ;; after this block of code that will take this memory range and bulk it ;; into PPU OAM space. ;; ;; "Resetting sprites" is just a matter of giving them a value which will ;; not bother us in the future. One way to do this is to set each value to ;; $EF, which will give each "sprite" off-screen Y-coordinates. How any of ;; this is the case will be shown whenever we deal with loading proper ;; sprites below. lda #$EF @sprite_reset_loop: sta $200, x inx bne @sprite_reset_loop ;; And write these resetted "sprites" into the PPU. How does this work? ;; Well, address $2003 has the OAMADDR. That is, from which position the PPU ;; should start the DMA process. In our case we set it to the very ;; beginning. Then, if you write to the OAMDMA memory address ($4014), you ;; will instruct the PPU to start a DMA process starting at $1XX*N. XX is ;; the byte given at the OAMADDR, thus XX = #$00; and N = 2 (see `lda ;; #$02`). Therefore, we are telling the PPU to start the DMA process from ;; $200. The PPU will assume that the following 256 bytes of memory are the ;; ones to be copied, resulting in a DMA copy of $200-$2FF, right where we ;; stored the sprite data in advance. lda #$00 sta $2003 ; OAMADDR lda #$02 sta $4014 ; OAMDMA ;; As advertised, the other wait. Once we are out of this loop, we are 100% ;; guaranteed to have a properly working PPU which is ready to render stuff ;; into the screen. @vblankwait2: bit $2002 ; PPUSTATUS bpl @vblankwait2 ;; And we also reset the palettes. How is this done? Well, the $2006 memory ;; address is the PPU address (PPUADDR). This address is given byte by byte, ;; the most significat byte first. Thus, the four lines below store into ;; $2006 the value $3F00. This is the first address where palettes are ;; stored. Palettes are the answer from old systems like the NES to: how can ;; you display this amount of colors on screen without taking too much ;; memory? The NES allows developers to store eight palettes (four ;; background, four foreground), and each palette groups four colors. This ;; way, whenever we want to draw a sprite or a piece of background, we don't ;; specify which colors to pick for each pixel, but we rather apply a ;; palette to a sprite or background tile definition. lda #$3F sta $2006 ; PPUADDR lda #$00 sta $2006 ; PPUADDR ;; After setting the address for the first palette, now we loop #$20 times: ;; 8 palettes * 4 bytes per palette (1 byte per color) = 32 (#$20 ;; hexadecimal). At each iteration we will write into $2007 the value #$0F. ;; This memory address is the PPUDATA, and #$0F corresponds to a black ;; color. In each iteration, therefore, we are telling the PPU that we want ;; a black color for all the colors from all palettes. Moreover, whenever ;; you write into PPUDATA, the memory address for the next store is ;; incremented by one automatically. This is why we don't have to index the ;; write or anything like that, but we can simply write to the same memory ;; address 32 times and it will be performed onto 32 consecutive positions. lda #$0F ldx #$20 @palettes_reset_loop: sta $2007 ; PPUDATA dex bne @palettes_reset_loop ;; At this point everything is clear and with a state we know, now we can ;; jump into our main subroutine and start loading sprites, palettes, etc.; ;; and start the game proper. jmp main .endproc ;;; ;; This is our main subroutine. At this point we can assume that the hardware ;; has already been set to a proper and defined state. So now we can load all ;; the data we need for our game and enter the main game loop. .proc main ;; Before starting the game loop proper we initialize all our assets: load ;; the palettes, nametables and sprites for this game. jsr init_palettes jsr init_nametable jsr init_sprites ;; Remember when we disabled rendering and NMI on the reset code? Now it's ;; time to enable them back. Things to note: ;; - PPUCTRL: we enable three bits: ;; - 4: background pattern table starts at $1000. The CHR is divided by ;; two pattern tables, and each table contains 256 8x8 tiles. In my ;; case, my sprite data is located at the first pattern table (thus ;; $0000, and that's why the 3rd bit from PPUCTRL is set to zero), ;; and the background data is on the second pattern table (that ;; starting at $1000). In the end this all depends on how you want ;; to structure your CHR file. ;; - 5: sprite size is 8x16. Set this to 0 if your sprites in the ;; character file are 8x8. ;; - 7: allow a NMI at the start of the vertical blanking interval. ;; That is, whenever the screen has displayed one frame, send us ;; an interrupt so we can generate the next one (see the code on ;; `nmi`). ;; - PPUMASK: we enable 4 bits: ;; - 1: Show background in leftmost pixels on the screen. ;; - 2: Show sprites in leftmost pixels on the screen. ;; - 3: Show background. ;; - 4: Show sprites. ;; ;; As for showing on the leftmost pixels, this might not be a good idea if ;; the game is a scroller, since the game might flicker depending on how you ;; manage the camera. This is out of scope. cli lda #%10110000 sta $2000 ; PPUCTRL lda #%00011110 sta $2001 ; PPUMASK @main_game_loop: ;;; ;; NOTE: enter here your game loop logic. ;;; ;; This is a hand-shake between the code on `main` and the code on the ;; `nmi`. That is, whenever we are done with the game loop logic, we set ;; this flag to indicate that the rendering is doable. After this, the code ;; on `main` will be blocked until this flag is unset by the `nmi` code, ;; which will indicate that it can proceed with another iteration of the ;; game loop. On the contrary, the `nmi` code will be blocked until this ;; flag is set, at which point it will start rendering and unset the flag ;; whenever that is done. lda #%10000000 ora $20 sta $20 @wait_for_render: bit $20 bmi @wait_for_render ;; Rendering is done, we can perform another iteration of the loop! jmp @main_game_loop .endproc ;; init_palettes copies all the palettes for our game into the proper PPU ;; address. .proc init_palettes ;; Remember these four instructions? That's what we also did when resetting ;; palettes on the reset code. That is, we are preparing the PPU to write ;; data starting from $3F00. lda #$3F sta $2006 ; PPUADDR lda #$00 sta $2006 ; PPUADDR ;; We are going to copy the eight palettes stored in the `palettes` tag into ;; PPU. This is done by indexing with the `x` register, which is incremented ;; until it reaches #$20 (32 in hexadecimal), which corresponds to 8 ;; palettes * 4 bytes each (just like we did in the reset code). ldx #0 @load_palettes_loop: lda palettes, x sta $2007 ; PPUDATA inx cpx #$20 bne @load_palettes_loop rts palettes: ;; Let there be palettes! This is the data for all the palettes we have for ;; our game. Each hexadecimal value is a byte that represents a color (you ;; can use YY-CHR to quickly take a look at which color represents each ;; hexadecimal value, or use any of the tables that can be found online, or ;; even fceux has this with its "Palette editor" under "Tools"). There is, ;; though, one big catch: the first color from all palettes *must* be the ;; same. To be more precise, it's not like the NES will explode if you pick ;; other colors, but the NES *will* assume that the first color from all ;; palettes is the one found in $3F00 (that is, the first color from the ;; first palette). In this case, $0F will be this "default color". Moreover, ;; for this simple game we are not using all palettes, and that's why for ;; some of them all four bytes are simply zero'ed. ;; Background .byte $0F, $12, $22, $32 .byte $0F, $00, $28, $30 .byte $0F, $28, $16, $2D .byte $0F, $28, $16, $2D ;; Foreground .byte $0F, $00, $05, $30 .byte $0F, $00, $00, $00 .byte $0F, $00, $00, $00 .byte $0F, $00, $00, $00 .endproc ;; Include the WRITE_PPU_DATA macro. More on this below. .include "../shared/ppu.s" ;; init_nametable loads the relevant data to the nametable that is then going to ;; be used in order to build up the background. ;; ;; NOTE: this function is called after the PPU has been initialized, but NMIs ;; are still disabled. This is important because you **cannot** write into PPU ;; data outside of VBlank space (during `nmi` code). If you do so it will result ;; into rendering glitches. This is better explained at the `scroll` examples, ;; where VRAM buffering techniques are applied and explained. .proc init_nametable ;; The general idea here is that the background defaults to the ;; "transparent" color, which is the first color on the palette. Then for ;; the background we only need to store into the PPU those elements which ;; are not the default thing. Hence, if we want to draw a couple of ;; background elements in our game in some positions, we have to instruct ;; the PPU where to put each item and where to find it on the pattern table. ;; After that, we can change/toggle the palette for a background tile if we ;; so want it, and we are done with it. ;; Anyways, before loading data into the PPU, we always have to check the ;; PPUSTATUS, that's why the first instruction of each block is a `bit ;; $2002`. This is a safe-guard so to reset the "address latch". That is, if ;; instead of writing two consecutive bytes we only wrote one by mistake (or ;; because we only wanted to write the high byte), it resets back its ;; internal index. bit $2002 ; PPUSTATUS ;; Load the first item for the background! Let's make sense of the values. ;; ;; We first need to set the address that the PPU will use (that is, which ;; couple of bytes we need to pass to PPUADDR). That is: which tile index is ;; to be used from the nametable (read more about PPU Nametables here: ;; https://www.nesdev.org/wiki/PPU_nametables). Think of this as the screen ;; being set as a grid of 8x8 pixels (tile), and each of these tiles is ;; indexed in PPU memory: 960 bytes of actual data, and 64 bytes for the ;; attribute table (see more on attribute tables below). You can draw this ;; by hand by using resources like Morhpcat's developer spreadsheet ;; (https://ko-fi.com/s/ad5d7601e0), based on the ones being used at ;; Nintendo. This is good but there are also handy tools that make things ;; easier for us. For example the NEXXT tool allows users to draw a full NES ;; screen and then it gives the offset address that you can use for each ;; drawn element. I did this and I got that the offset for the first element ;; was $0C8, which added to the base address of $2000 (start of the first ;; nametable), gave me the address $20C8. If you want to make more sense of ;; it by just reading the number, notice that each row has exactly 32 tiles. ;; Thus, you can divide 0x0C8 by 32 and you will get 6.25: that is, on the ;; vertical axis it's the row '6'. Then subtract 0xC8 by 192 (6 rows of 32 ;; tiles) to get '8' as the value on the horizontal axis. As you can see, ;; doing things manually can be tedious, that's why people either use a dev ;; spreadsheet or a computer assisted tool. ;; ;; Anyways, if I want this background element to be rendered in the position ;; I envisioned on this tool, I need to write $20C8 into PPUADDR, which adds ;; for a total of two bytes to be loaded for operations that only support ;; one byte at a time. Hence, we have to load byte by byte (in little-endian ;; format) and store them. As for the PPUDATA address, I need to pass #$02 ;; because that's the index inside of the CHR file of the star in the second ;; pattern table (check the PPUCTRL setting at the end of the `main` ;; function on why it's the second pattern table). You can check that by ;; opening the `.chr` file for this example on YY-CHR. lda #$20 sta $2006 ; PPUADDR lda #$C8 sta $2006 ; PPUADDR lda #$02 sta $2007 ; PPUDATA ;; Now we have to do the same for the rest of the elements. I have gone ;; through the same process of fetching the offset from a canvas I drew on ;; NEXXT and here's the result. Instead of repeating the same code over and ;; over but with slightly different values, I am using the WRITE_PPU_DATA ;; from `shared/ppu.s` to do the same. 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 ;; Now everything we wanted to write for the background is there, but we ;; might want to toggle the colors for some of the elements. You can do this ;; with palettes, which for background tiles is done via attribute tables. ;; Each attribute table lives right after each nametable, in which you can ;; establish the palettes to be used for the tiles appearing on the ;; background screen as defined on that specific nametable. Information on ;; this is also given to us by tools like NEXXT. Shortly, for one of the ;; elements I want to change their palette I was told that the "attribute ;; offset" was $03CE. Again, added to the base address, it means that we ;; need to pass $23CE to the PPUADDR. The value for PPUDATA is a bit more ;; tricky: on the attribute table each 8x8 tile is broken down into 4 ;; 2-sized squares. Each of these 4 squares of the tile has a palette ;; assigned to it ($00 by default). Thanks to this setup, a single byte can ;; encode four palettes by addressing each square: %44332211. The tool also ;; tells us in which of these smaller squares our element resides. With this ;; info, and since we have two bits available for each of these smaller ;; squares and, therefore, can encode up to 4 palettes, it means that we ;; just have to assign either on the range of 00-11 to the pair of bits ;; representing the smaller square that NEXXT is telling us that our ;; background element resides in. In this case it's the first square, so we ;; just need to assign $01 to the bits reserved to this square if I want to ;; change the palette to 1. This is what we pass as a value. ;; ;; Let me reiterate: this design of attribute tables/offsets means that ;; background palettes need to be changed at a 4-tile basis. This is ;; important as designers need to lay out the background in a way that two ;; elements which need different palettes are not contained into this 4-tile ;; square. Knowing this, you will be able to understand why isometric view ;; games had some visual troubles here and there, and also why games like ;; Super Mario Bros. 3 sometimes have a weird glitchy color at the right ;; edge of the screen which is easy to spot on a non-CRT television (even if ;; the whole explanation is also about how scrolling was managed on these ;; kinds of diagonally-scrolled games). As an extra piece of information, ;; the MMC5 mapper chip, among many other things, added extra memory so ;; programmers could allocate space for attributes tables and index palettes ;; at a tile level instead of this 4-tile squares. The MMC5 mapper chip was ;; quite complex and came late to the party, so not a lot of games used it ;; (e.g. Castlevania 3). WRITE_PPU_DATA $23CE, %00000001 rts .endproc ;; init_sprites loads all the sprites we want from our game. .proc init_sprites ;; This is tied to the number of sprites stored in the `initial_sprite_data` ;; section. Remember that this can be 64 *maximum*: 64 sprites * 4 bytes per ;; sprite = 256 bytes; which is the reserved space in memory we have for ;; sprites: $0200-$02FF. NUM_SPRITES = 2 ;; The loading is quite straight-forward. We just store whatever is on ;; initial_sprite_data + x into $0200 + x, where x is our index that gets ;; increased on each iteration. We will stop the loop whenever x reaches ;; NUM_SPRITES * 4 (each sprite takes 4 bytes, more below). 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: ;; Each sprite consists of 4 bytes: ;; 1. The Y position. ;; 2. The sprite position on the pattern table in hexadecimal. Make sure to ;; get this position right by using YY-CHR (or whatever program you are ;; using to manipulate the CHR file). You can get this wrong also ;; depending if you are using 8x8 or 8x16 tiles mode (check the bit set ;; on PPUCTRL on the `main` code). ;; 3. The attributes for the sprite. The first two bits control which ;; palette is used to draw the sprite (in our case palette $00). Bits 2 ;; to 4 are not used. Bit 5 sets the sprite behind the background if set ;; to 1; bit 6 flips the sprite horizontally; and bit 7 flips the sprite ;; vertically. ;; 4. The X position. ;; ;; In our case, notice that we are using the same sprite (located at $00), ;; but the second sprite is moved eight pixels right and flipped ;; horizontally. This is because the sprite located at $00 is just half of ;; the real "meta-sprite", and so we can build the entire "meta-sprite" by ;; simply flipping the same part horizontally. This is one of the many ;; tricks we can use to save space on CHR-ROM. .byte $B0, $00, %00000000, $7A .byte $B0, $00, %01000000, $82 .endproc ;;; ;; Non-Maskable Interrupts handler. After being enabled by the initialization ;; code, you can count on this code being called at the end of each PPU ;; rendering frame during the Vertical Blanking Interval (VBLANK). This time ;; span is pretty tight (around 2273 CPU cycles), so you better update ;; everything to be rendered before that if you don't want graphical glitches. ;; ;; NOTE: NMI code can be more complex as we want to do more complex stuff, but ;; we ought to keep things as simple and fast as possible. You can take a look ;; at the examples from `scroll` for more complex NMI code that have to handle ;; stuff like VRAM buffering or setting other PPU registers. .proc nmi ;; As mentioned on the `main` subroutine, rendering will be skipped until ;; the proper flag is set. bit $20 bpl @next ;; An NMI can happen at any time. Hopefully whenever that happens we are ;; already done with the main code, so replacing the current value of ;; registers isn't that big of a deal, but it's considered good practice to ;; not assume that (e.g. a particular frame being too laggy). Because of ;; this, we backup registers now and we restore them at the end. pha txa pha tya pha ;; We are instructed that we can start rendering stuff. Transfer the sprites ;; via OAM. This is the same we did when we resetted sprites in our `reset` ;; code. lda #$00 sta $2003 ; OAMADDR lda #$02 sta $4014 ; OAMDMA ;; Reset the scroll. This is needed because we have touched the PPUADDR in ;; multiple places. Touching the PPUADDR memory address will also toggle the ;; PPUSCROLL one because they share a register on hardware. Because of this, ;; we always need to reset the scroll back to the coordinates we want, and ;; we do it right here, when everything has already been sent and we are ;; done. bit $2002 ; PPUSTATUS lda #$00 sta $2005 ; PPUSCROLL sta $2005 ; PPUSCROLL ;; And unset the render flag so the `main` code is unblocked. lda #%01111111 and $20 sta $20 ;; Restore registers. pla tay pla tax pla @next: rti .endproc ;;; ;; Interrupt Requests handler. This is triggered by the NES' sound processor ;; (APU) or by some specific cartridge hardware (e.g. something specific to a ;; mapper). In our case we don't have to do anything here, so we just return ;; from the interrupt. ;;; .proc irq rti .endproc ;;; ;; Include into this all the data that needs to go into the CHR ROM. One typical ;; implementation for this is by using the `.incbin` macro, which will blindly ;; copy the bitmap that you have generated through a program such as YY-CHR into ;; the CHR ROM. Note that not all games used the CHR-ROM for storing their ;; assets and instead used the PRG-ROM for that as well (e.g. The Legend of ;; Zelda). Take a look at the `basics/chr-ram.s` example for more. There are ;; multiple technical reasons to do this, but this falls out of the scope of ;; this example. ;;; .segment "CHARS" .incbin "../assets/basic.chr"