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authorMiquel Sabaté Solà <mikisabate@gmail.com>2025-01-08 12:34:47 +0100
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-01-09 16:01:39 +0100
commit8b1c270910fce13077864bf39d6e88971a6eb062 (patch)
tree2a441b58d46905f680749c1c074e9b55a27f0d6e /tests
parent4f5710aa516ab149d132cdb5863db08f08c10563 (diff)
downloadtools.nes-8b1c270910fce13077864bf39d6e88971a6eb062.tar.gz
tools.nes-8b1c270910fce13077864bf39d6e88971a6eb062.zip
Implement the .include statement
This needed some heavy lifting when it comes to how files were located. This means that statements like .include/.incbin now take into consideration a new list made out of SourceInfo, which holds enough information to translate from which file a node comes from. This has also been added into errors, so they are more informative on what went wrong. In order to tests this, besides all the regular unit tests, a new e2e test has been added. Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
Diffstat (limited to 'tests')
-rw-r--r--tests/assets/diskun.chrbin0 -> 8192 bytes
-rw-r--r--tests/src/flicker/flicker.s280
-rw-r--r--tests/src/shared/diskun.s96
-rw-r--r--tests/src/shared/joypad.s86
4 files changed, 462 insertions, 0 deletions
diff --git a/tests/assets/diskun.chr b/tests/assets/diskun.chr
new file mode 100644
index 0000000..3ed0dc4
--- /dev/null
+++ b/tests/assets/diskun.chr
Binary files differ
diff --git a/tests/src/flicker/flicker.s b/tests/src/flicker/flicker.s
new file mode 100644
index 0000000..82dcfb7
--- /dev/null
+++ b/tests/src/flicker/flicker.s
@@ -0,0 +1,280 @@
+;;;
+;; This is a simple example of sprite cycling, so sprites don't disappear on a
+;; scanline overflow. This example is extremely simple, and on a real game you'd
+;; take into account lots of things that would make this process less tedious
+;; and less cycle consuming.
+;; Taken from https://github.com/mssola/code.nes.
+
+.segment "HEADER"
+ .byte 'N', 'E', 'S', $1A
+
+ .byte $02, $01
+
+ .byte $00
+ .byte $00
+
+.segment "VECTORS"
+ .addr nmi, reset, irq
+
+.segment "CHARS"
+.incbin "../../assets/diskun.chr"
+
+.segment "CODE"
+
+.include "../shared/diskun.s"
+
+.proc main
+ jsr Diskun::init_palettes
+ jsr init_sprites
+
+ cli
+ lda #%10010000
+ sta $2000 ; PPUCTRL
+ lda #%00011110
+ sta $2001 ; PPUMASK
+
+@main_game_loop:
+ ;; NOTE: the logic is pretty simple: read the pad, move the player
+ ;; accordingly, and apply the flickering effect.
+ jsr joypad_read
+ jsr Diskun::update
+
+ ;; NOTE: comment this `jsr` out if you want to see what happens if no
+ ;; flickering effect is applied (spoiler alert: the last character will
+ ;; suddenly disappear :P).
+ ;;
+ ;; NOTE: this function is called mindlessly. In a real game you'd try to
+ ;; detect scanline overflows, or you will try to be more careful with sprite
+ ;; priorities and apply the flickering more carefully. Here it's applied for
+ ;; (almost) every sprite on each frame and we roll with it.
+ jsr apply_flicker
+
+ lda #%10000000
+ ora $20
+ sta $20
+@wait_for_render:
+ bit $20
+ bmi @wait_for_render
+
+ jmp @main_game_loop
+.endproc
+
+
+;;;
+;; NOTE: this is the actual meat of the example :D
+.proc apply_flicker
+ ;; We will store a 16-bit pointer to the first sprite that can be flickered.
+ ;; In this case, we will point to the first sprite from the first NPC. That
+ ;; is, we suppose that, for whatever reason, we don't want to apply the
+ ;; flickering effect for the player.
+ lda #$10
+ sta $40
+ lda #$02
+ sta $41
+
+ ;;;
+ ;; The algorithm is really straight-forward here: we will simply cycle the
+ ;; sprites starting from the one being pointed at $40-$41 until the last
+ ;; sprite. The main idea is that the OAM will show sprites on a scanline in
+ ;; order. Hence, those sprites that are left beyond the eigth on a scanline
+ ;; will suddenly disappear. Flickering is a technique by which sprites are
+ ;; rotated from OAM priority, and hence they won't disappear always, but
+ ;; just for a small amount of time: just enough to see them, creating a
+ ;; flickering effect.
+ ;;
+ ;; For this, we will reserve four bytes (1 sprite) for auxiliary temporary
+ ;; values ($42-$45) which will then be used in order to carry values along
+ ;; the cycle.
+
+ ;; We initialize the auxiliary bytes with the data from the last sprite to
+ ;; be iterated since these are the values to be stored for the first sprite
+ ;; now (that is, the last element is now the first one).
+ lda $24C
+ sta $42
+ lda $24D
+ sta $43
+ lda $24E
+ sta $44
+ lda $24F
+ sta $45
+
+@loop:
+ ;; For each of the four bytes from a sprite, pick the value stored on its
+ ;; auxiliary byte and save the old value into the auxiliary byte afterwards.
+ ;; This way the current byte holds the value from the previous sprite, but
+ ;; its value will be carry on into the next sprite.
+ .repeat 4, I
+ ldy #I
+ lda $42, y
+ pha
+ lda ($40), y
+ sta $42, y
+ pla
+ sta ($40), y
+ .endrepeat
+
+ ;; And move the sprite pointer 4 bytes (1 sprite). Note that we only need to
+ ;; move the low byte since we know beforehand that everything will be inside
+ ;; of the $2xx range.
+ lda $40
+ clc
+ adc #4
+ sta $40
+
+ ;; We know that the last byte from the last sprite is held at $24F. Thus, if
+ ;; the sprite pointer is already passed this point, we can break the loop.
+ ;; Otherwise just carry on.
+ cmp #$50
+ bne @loop
+
+ rts
+.endproc
+
+;;;
+;; NOTE: and from here on stuff that is not relevant for sprite flickering.
+
+nmi:
+ bit $20
+ bpl @next
+
+ pha
+ txa
+ pha
+ tya
+ pha
+
+ jsr Diskun::nmi_update
+
+ lda #$00
+ sta $2003 ; OAMADDR
+ lda #$02
+ sta $4014 ; OAMDMA
+
+ bit $2002 ; PPUSTATUS
+ lda #$00
+ sta $2005 ; PPUSCROLL
+ sta $2005 ; PPUSCROLL
+
+ lda #%01111111
+ and $20
+ sta $20
+
+ pla
+ tay
+ pla
+ tax
+ pla
+@next:
+ rti
+
+reset:
+ sei
+ cld
+
+ ldx #$40
+ stx $4017 ; APU Frame Counter
+
+ ldx #$ff
+ txs
+
+ inx
+ stx $2000 ; PPUCTRL
+ stx $2001 ; PPUMASK
+ stx $4010 ; APU DMC
+
+@vblankwait1:
+ bit $2002 ; PPUSTATUS
+ 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 $700, x
+ inx
+ bne @ram_reset_loop ; if x overflows back to #00, then we are done.
+
+ lda #$ef
+@sprite_reset_loop:
+ sta $200, x
+ inx
+ bne @sprite_reset_loop
+
+ lda #$00
+ sta $2003 ; OAMADDR
+ lda #$02
+ sta $4014 ; OAMDMA
+
+@vblankwait2:
+ bit $2002 ; PPUSTATUS
+ bpl @vblankwait2
+
+ lda #$3F
+ sta $2006 ; PPUADDR
+ lda #$00
+ sta $2006 ; PPUADDR
+
+ lda #$0F
+ ldx #$20
+@palettes_reset_loop:
+ sta $2007 ; PPUDATA
+ dex
+ bne @palettes_reset_loop
+
+ jmp main
+
+irq:
+ rti
+
+.proc init_sprites
+ NUM_SPRITES = 20
+
+ lda #$40
+ sta Diskun::m_screen_y
+ lda #$46
+ sta Diskun::m_screen_x
+
+ 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:
+ ;; $200-$20F
+ .byte $40, $01, %00000000, $46
+ .byte $40, $01, %01000000, $4E
+ .byte $48, $11, %00000000, $46
+ .byte $48, $11, %01000000, $4E
+
+ ;; $210-$21F
+ .byte $60, $01, %00000000, $68
+ .byte $60, $01, %01000000, $70
+ .byte $68, $11, %00000000, $68
+ .byte $68, $11, %01000000, $70
+
+ ;; $220-$22F
+ .byte $60, $01, %00000000, $7A
+ .byte $60, $01, %01000000, $82
+ .byte $68, $11, %00000000, $7A
+ .byte $68, $11, %01000000, $82
+
+ ;; $230-$23F
+ .byte $60, $01, %00000000, $8C
+ .byte $60, $01, %01000000, $94
+ .byte $68, $11, %00000000, $8C
+ .byte $68, $11, %01000000, $94
+
+ ;; $240-$24F
+ .byte $60, $01, %00000000, $9E
+ .byte $60, $01, %01000000, $A6
+ .byte $68, $11, %00000000, $9E
+ .byte $68, $11, %01000000, $A6
+.endproc
diff --git a/tests/src/shared/diskun.s b/tests/src/shared/diskun.s
new file mode 100644
index 0000000..b644a83
--- /dev/null
+++ b/tests/src/shared/diskun.s
@@ -0,0 +1,96 @@
+;;; Simple sprite that can be moved with the dpad easily. Use it to have
+;;; something funny moving.
+;; Taken from https://github.com/mssola/code.nes.
+
+.include "joypad.s"
+
+.scope Diskun
+ m_screen_x = $30
+ m_screen_y = $31
+
+ .proc init_palettes
+ lda #$3F
+ sta $2006 ; PPUADDR
+ lda #$00
+ sta $2006 ; PPUADDR
+
+ ldx #0
+ @load_palettes_loop:
+ lda palettes, x
+ sta $2007 ; PPUDATA
+ inx
+ cpx #$20
+ bne @load_palettes_loop
+ rts
+ palettes:
+ DEFAULT_COLOR = $11
+
+ ;; 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
+
+ rts
+ .endproc
+
+ .proc update
+ lda #Joypad::BUTTON_UP
+ and Joypad::m_buttons1
+ beq @check_down
+
+ dec Diskun::m_screen_y
+ dec Diskun::m_screen_y
+ jmp @check_left
+ @check_down:
+ lda #Joypad::BUTTON_DOWN
+ and Joypad::m_buttons1
+ beq @check_left
+
+ inc Diskun::m_screen_y
+ inc Diskun::m_screen_y
+ @check_left:
+ lda #Joypad::BUTTON_LEFT
+ and Joypad::m_buttons1
+ beq @check_right
+
+ dec Diskun::m_screen_x
+ dec Diskun::m_screen_x
+ @check_right:
+ lda #Joypad::BUTTON_RIGHT
+ and Joypad::m_buttons1
+ beq @end
+
+ inc Diskun::m_screen_x
+ inc Diskun::m_screen_x
+ @end:
+ rts
+ .endproc
+
+ .proc nmi_update
+ lda Diskun::m_screen_x
+ sta $203
+ sta $20B
+ clc
+ adc #8
+ sta $207
+ sta $20F
+
+ lda Diskun::m_screen_y
+ sta $200
+ sta $204
+ clc
+ adc #8
+ sta $208
+ sta $20C
+
+ rts
+ .endproc
+.endscope
+
diff --git a/tests/src/shared/joypad.s b/tests/src/shared/joypad.s
new file mode 100644
index 0000000..afd0a68
--- /dev/null
+++ b/tests/src/shared/joypad.s
@@ -0,0 +1,86 @@
+;; Taken from https://github.com/mssola/code.nes.
+
+.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
+
+ ;; After running a `joypad_read_*` function these two variables will contain
+ ;; the given result.
+ m_buttons1 = $22
+ m_buttons2 = $23
+.endscope
+
+;;;
+;; Read the first joypad. This method is fast but it might be vulnerable to the
+;; DPCM bug (see: https://www.nesdev.org/wiki/Controller_reading_code).
+joypad_unsafe_read:
+ ldx #$00
+ ;; NOTE: fallthrough
+
+;;;
+;; Read the joypad as indexed by the X register (0 for controller 1; 1 for
+;; controller 2). This method is fast but it might be vulnerable to the DPCM bug
+;; (see: https://www.nesdev.org/wiki/Controller_reading_code).
+joypad_unsafe_read_x:
+ ;; Start the latch process.
+ lda #$01
+ sta Joypad::JOYPAD1
+ sta Joypad::m_buttons1, x ; Bit as a guard for the loop below.
+ lsr a
+ sta Joypad::JOYPAD1
+
+ ;; Now the joypad is ready to accept reads.
+@joypad_unsafe_read_x_loop:
+ lda Joypad::JOYPAD1, x
+ and #%00000011 ; Ignore bits other than controller.
+ cmp #$01 ; Set carry if and only if nonzero.
+ rol Joypad::m_buttons1, x ; Carry -> bit 0; bit 7 -> Carry
+ bcc @joypad_unsafe_read_x_loop
+ rts
+
+;;;
+;; Safely read the first controller via a re-read algorithm.
+joypad_read:
+ ldx #$00
+
+ ;; NOTE: uncomment these two lines to also read safely the second
+ ;; controller.
+ ;;
+ ;; jsr joypad_read_x
+ ;; inx
+
+ ;; NOTE: fallthrough
+
+;;;
+;; Safely read via a re-read algorithm the joypad as indexed by the X register
+;; (0 for controller 1; 1 for controller 2).
+joypad_read_x:
+ jsr joypad_unsafe_read_x
+
+ ;; The main idea around a re-read algorithm is that you read the controller
+ ;; "unsafely" once, then you do it again and compare both reads. If they
+ ;; were the same then we are on the safe side. Otherwise we would need to
+ ;; loop until we get two identical reads. This sounds bad but in practice
+ ;; it's not so much (and hey, if it worked for Super Mario Bros. 3, it
+ ;; should work for us too :P). Otherwise there is the algorithm via OAM DMA,
+ ;; but it sure is tricky.
+@joypad_read_x_reread:
+ lda Joypad::m_buttons1, x
+ pha
+ jsr joypad_unsafe_read_x
+ pla
+ cmp Joypad::m_buttons1, x
+ bne @joypad_read_x_reread
+
+ rts