aboutsummaryrefslogtreecommitdiff
path: root/src/vectors.s
blob: e5d1a5871294d2b7394ded155f2a2953714ffdab (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
.segment "VECTORS"
    .addr nmi, reset, irq

.segment "CODE"

;; Debug utilities.
.scope Debug
    ;; Counter for frame drops. Only touched when PARTIAL is defined.
    zp_frame_drops = $90        ; asan:ignore
.endscope

;; Pretty standard reset function, nothing crazy.
.proc reset
    ;; Disable interrupts and decimal mode.
    sei
    cld

    ;; Disable APU frame counter.
    ldx #$40
    stx APU::m_frame_counter

    ;; Setup the stack.
    ldx #$FF
    txs

    ;; Disable NMIs and the APU's DMC.
    inx
    stx PPU::m_control
    stx PPU::m_mask
    stx APU::m_dmc

    ;; First PPU wait.
    bit PPU::m_status
@vblankwait1:
    bit PPU::m_status
    bpl @vblankwait1

    ;; Initialize the counter for frame drops before any NMIs can come in.
    .ifdef PARTIAL
        lda #0
        sta Debug::zp_frame_drops
    .endif

    ;; Reset all sprites by simply moving the Y coordinate out of screen.
    lda #$EF
    ldx #0
@sprite_reset_loop:
    sta OAM::m_sprites, x
    inx
    inx
    inx
    inx
    bne @sprite_reset_loop

    ;; DMA setup for sprite reset.
    lda #$00
    sta OAM::m_address
    lda #$02
    sta OAM::m_dma

    ;; Second PPU wait. After that the PPU is stable.
@vblankwait2:
    bit PPU::m_status
    bpl @vblankwait2

    ;; NOTE: palettes are not initialized here as it's going to be one of the
    ;; first things done on `main` code.

    jmp main
.endproc

.proc nmi
    ;; Should we skip it?
    bit Globals::zp_flags

    ;; If we are on a dev environment, account for any frame drops.
    .ifdef PARTIAL
        bpl @account_for_frame_drop
    .else
        bpl @end
    .endif

    ;; Save registers.
    pha
    txa
    pha
    tya
    pha

    ;; Sprite DMA.
    lda #$00
    sta OAM::m_address
    lda #$02
    sta OAM::m_dma

    ;; Are we paused? If so skip timers, PAL handler and the likes.
    lda #%00001000
    and Globals::zp_flags
    bne @ppu_registers

    ;; PAL-specific code
    .ifdef PAL
        jsr Driver::pal_handler
    .endif

    ;; TODO: some actions here will depend on the status of the game...
    lda Globals::zp_flags
    and #%00000001
    bne @ppu_registers

    ;; Increase the random seed.
    inc Prng::zp_rand

    ;; Decrease title timer.
    lda Title::zp_title_timer
    beq @ppu_registers
    dec Title::zp_title_timer

@ppu_registers:
    ;; Should we update PPU registers?
    bit Globals::zp_flags
    bvc @scroll

    ;; Zero out the `ppu` flag.
    lda #%10111111
    and Globals::zp_flags
    sta Globals::zp_flags

    bit PPU::m_status

    ;; Update the PPU control/mask registers with shadowed values.
    lda PPU::zp_mask
    sta PPU::m_mask
    lda PPU::zp_control
    sta PPU::m_control

@scroll:
    ;; Always reset the scroll just in case.
    bit PPU::m_status
    lda #$00
    sta PPU::m_scroll
    sta PPU::m_scroll

    ;; Unblock the main code.
    lda #%01111111
    and Globals::zp_flags
    sta Globals::zp_flags

    ;; Restore registers.
    pla
    tay
    pla
    tax
    pla

@end:
    rti

    ;; If we are on a dev environment, account for any frame drops.
.ifdef PARTIAL
@account_for_frame_drop:
    inc Debug::zp_frame_drops
    rti
.endif
.endproc

;; Unused.
.proc irq
    rti
.endproc