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-rw-r--r--src/jetpac.s86
-rw-r--r--src/vectors.s109
2 files changed, 195 insertions, 0 deletions
diff --git a/src/jetpac.s b/src/jetpac.s
new file mode 100644
index 0000000..2f273a3
--- /dev/null
+++ b/src/jetpac.s
@@ -0,0 +1,86 @@
+.segment "HEADER"
+ .byte 'N', 'E', 'S', $1A
+ .byte $02, $01
+ .res $0A, $00
+
+.segment "CODE"
+
+.include "../include/apu.s"
+.include "../include/oam.s"
+.include "../include/ppu.s"
+.include "../include/globals.s"
+.include "vectors.s"
+
+.proc main
+ jsr init_palettes
+ jsr init_nametables
+
+;;; TODO
+ cli
+ lda #%10110000
+ sta $2000
+ lda #%00011110
+ sta $2001
+
+@main_game_loop:
+ ;;;
+ ;; TODO
+ ;;;
+
+ lda #%10000000
+ ora Globals::zp_flags
+ sta Globals::zp_flags
+@wait_for_render:
+ bit Globals::zp_flags
+ bmi @wait_for_render
+
+ ;; Rendering is done, we can perform another iteration of the loop!
+ jmp @main_game_loop
+.endproc
+
+;; Copies all the palettes for our game into the proper PPU address.
+.proc init_palettes
+ lda #$3F
+ sta PPU::ADDRESS
+ lda #$00
+ sta PPU::ADDRESS
+
+ ldx #0
+@load_palettes_loop:
+ lda palettes, x
+ sta PPU::DATA
+ inx
+ cpx #$20
+ bne @load_palettes_loop
+ rts
+palettes:
+ ;; Background
+ ;; 0: score
+ .byte $0F, $30, $2C, $28
+ ;; 1: floating platforms
+ .byte $0F, $2C, $30, $2A
+ ;; 2: ground
+ .byte $0F, $28, $14, $28
+ ;; 3: ship
+ .byte $0F, $16, $30, $00
+
+ ;; TODO: fuel tank needs color $24
+ ;; Foreground
+ ;; 0: player & ship
+ .byte $0F, $16, $10, $30
+ ;; 1: enemy 1 & bonuses
+ .byte $0F, $16, $2C, $2A
+ ;; 2: enemy 2, fuel & bonuses
+ .byte $0F, $16, $14, $28
+ ;; 3: SUSE easter egg
+ .byte $0F, $16, $00, $2B
+.endproc
+
+.proc init_nametables
+ ;; TODO
+ rts
+.endproc
+
+
+.segment "CHARS"
+ .incbin "../assets/jetpac.chr"
diff --git a/src/vectors.s b/src/vectors.s
new file mode 100644
index 0000000..2edc6a6
--- /dev/null
+++ b/src/vectors.s
@@ -0,0 +1,109 @@
+.segment "VECTORS"
+ .addr nmi, reset, irq
+
+.segment "CODE"
+
+;; Pretty standard reset function, nothing crazy.
+.proc reset
+ sei
+ cld
+
+ ldx #$40
+ stx APU::FRAME_COUNTER
+
+ ldx #$FF
+ txs
+
+ inx
+ stx PPU::CONTROL
+ stx PPU::MASK
+ stx APU::DMC
+
+@vblankwait1:
+ bit PPU::STATUS
+ 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
+
+ lda #$00
+ sta OAM::ADDRESS
+ lda #$02
+ sta OAM::DMA
+
+@vblankwait2:
+ bit PPU::STATUS
+ bpl @vblankwait2
+
+ lda #$3F
+ sta PPU::ADDRESS
+ lda #$00
+ sta PPU::ADDRESS
+
+ lda #$0F
+ ldx #$20
+@palettes_reset_loop:
+ sta PPU::DATA
+ dex
+ bne @palettes_reset_loop
+
+ jmp main
+.endproc
+
+.proc nmi
+ ;; Should we skip it?
+ bit Globals::zp_flags
+ bpl @end
+
+ ;; Save registers.
+ pha
+ txa
+ pha
+ tya
+ pha
+
+ lda #$00
+ sta OAM::ADDRESS
+ lda #$02
+ sta OAM::DMA
+
+ bit PPU::STATUS
+ lda #$00
+ sta PPU::SCROLL
+ sta PPU::SCROLL
+
+ lda #%01111111
+ and Globals::zp_flags
+ sta Globals::zp_flags
+
+ ;; Restore registers.
+ pla
+ tay
+ pla
+ tax
+ pla
+
+@end:
+ rti
+.endproc
+
+;; Unused.
+.proc irq
+ rti
+.endproc