diff --git a/snes/simpletest/LoadGraphics.asm b/snes/simpletest/LoadGraphics.asm new file mode 100644 index 0000000..3c0908a --- /dev/null +++ b/snes/simpletest/LoadGraphics.asm @@ -0,0 +1,143 @@ +;============================================================================ +; Macros +;============================================================================ + +;============================================================================ +;LoadPalette - Macro that loads palette information into CGRAM +;---------------------------------------------------------------------------- +; In: SRC_ADDR -- 24 bit address of source data, +; START -- Color # to start on, +; SIZE -- # of COLORS to copy +;---------------------------------------------------------------------------- +; Out: None +;---------------------------------------------------------------------------- +; Modifies: A,X +; Requires: mem/A = 8 bit, X/Y = 16 bit +;---------------------------------------------------------------------------- +.MACRO LoadPalette + lda #\2 + sta $2121 ; Start at START color + lda #:\1 ; Using : before the parameter gets its bank. + ldx #\1 ; Not using : gets the offset address. + ldy #(\3 * 2) ; 2 bytes for every color + jsr DMAPalette +.ENDM + +;============================================================================ +; LoadBlockToVRAM -- Macro that simplifies calling LoadVRAM to copy data to VRAM +;---------------------------------------------------------------------------- +; In: SRC_ADDR -- 24 bit address of source data +; DEST -- VRAM address to write to (WORD address!!) +; SIZE -- number of BYTEs to copy +;---------------------------------------------------------------------------- +; Out: None +;---------------------------------------------------------------------------- +; Modifies: A, X, Y +;---------------------------------------------------------------------------- + +;LoadBlockToVRAM SRC_ADDRESS, DEST, SIZE +; requires: mem/A = 8 bit, X/Y = 16 bit +.MACRO LoadBlockToVRAM + lda #$80 + sta $2115 + ldx #\2 ; DEST + stx $2116 ; $2116: Word address for accessing VRAM. + lda #:\1 ; SRCBANK + ldx #\1 ; SRCOFFSET + ldy #\3 ; SIZE + jsr LoadVRAM +.ENDM + + + + +;============================================================================ +; Routines +;============================================================================ + +.BANK 0 +.ORG 0 +.SECTION "LoadVRAMCode" SEMIFREE + +;============================================================================ +; LoadVRAM -- Load data into VRAM +;---------------------------------------------------------------------------- +; In: A:X -- points to the data +; Y -- Number of bytes to copy (0 to 65535) (assumes 16-bit index) +;---------------------------------------------------------------------------- +; Out: None +;---------------------------------------------------------------------------- +; Modifies: none +;---------------------------------------------------------------------------- +; Notes: Assumes VRAM address has been previously set!! +;---------------------------------------------------------------------------- +LoadVRAM: + pha + phx + phy + phb + php ; Preserve Registers + + sep #$20 + + stx $4302 ; Store Data offset into DMA source offset + sta $4304 ; Store data Bank into DMA source bank + sty $4305 ; Store size of data block + + lda #$01 + sta $4300 ; Set DMA mode (word, normal increment) + lda #$18 ; Set the destination register (VRAM write register) + sta $4301 + lda #$01 ; Initiate DMA transfer (channel 1) + sta $420B + + plp ; restore registers + plb + ply + plx + pla + rts ; return +;============================================================================ + +.ENDS + +.BANK 0 +.ORG 0 +.SECTION "DMAPaletteCode" SEMIFREE + +;============================================================================ +; DMAPalette -- Load entire palette using DMA +;---------------------------------------------------------------------------- +; In: A:X -- points to the data +; Y -- Size of data +;---------------------------------------------------------------------------- +; Out: None +;---------------------------------------------------------------------------- +; Modifies: none +;---------------------------------------------------------------------------- +DMAPalette: + pha + phx + phb + php ; Preserve Registers + + sep #$20 + + stx $4302 ; Store data offset into DMA source offset + sta $4304 ; Store data bank into DMA source bank + sty $4305 ; Store size of data block + + stz $4300 ; Set DMA Mode (byte, normal increment) + lda #$22 ; Set destination register ($2122 - CGRAM Write) + sta $4301 + lda #$01 ; Initiate DMA transfer + sta $420B + + plp ; Restore registers + plb + plx + pla + rts ; return from subroutine +;============================================================================ + +.ENDS \ No newline at end of file diff --git a/snes/simpletest/Makefile b/snes/simpletest/Makefile new file mode 100644 index 0000000..96ec431 --- /dev/null +++ b/snes/simpletest/Makefile @@ -0,0 +1,30 @@ +#wla-65816 -o %1.asm %1.obj +#wlalink -vr temp.prj %1.smc + + +AS=wla-65816 +LD=wlalink + +OBJS=sprite.o +APP=sprite.smc +GFX=biker.pic +EMU=/Applications/ZSNES.app/Contents/MacOS/ZSNES + +all: clean $(APP) + +run: + $(EMU) $(APP) + + +linkfile: + echo "[objects]" > linkerfile.prj + +%.o: %.asm + echo "$@" >> linkerfile.prj + $(AS) -o $? $@ + +$(APP): linkfile $(GFX) $(OBJS) $(GFX) + $(LD) -vr linkerfile.prj $@ + +clean: + rm -vf $(APP) *.prj *.o diff --git a/snes/simpletest/biker.clr b/snes/simpletest/biker.clr new file mode 100644 index 0000000..3973500 Binary files /dev/null and b/snes/simpletest/biker.clr differ diff --git a/snes/simpletest/biker.pcx b/snes/simpletest/biker.pcx new file mode 100644 index 0000000..d56fe68 Binary files /dev/null and b/snes/simpletest/biker.pcx differ diff --git a/snes/simpletest/biker.pic b/snes/simpletest/biker.pic new file mode 100644 index 0000000..84a474e Binary files /dev/null and b/snes/simpletest/biker.pic differ diff --git a/snes/simpletest/header.inc b/snes/simpletest/header.inc new file mode 100644 index 0000000..0ff000f --- /dev/null +++ b/snes/simpletest/header.inc @@ -0,0 +1,61 @@ +;------------------------------ Header File --------------------------------- +; This is basically a combo of MarctheMER's and Neviksti's header files +; Perhaps reading their's will also help your understanding of the header, +; but I believe this will be the simplest method of defining your header, +; as Marc's doesn't provide a full explanation, and Neviksti's can be +; a bit more difficult for beginners (using the WLA directives is easier). +;---------------------------------------------------------------------------- + +;==LoRom== ; We'll get to HiRom some other time. +.MEMORYMAP ; Begin describing the system architecture. + SLOTSIZE $8000 ; The slot is $8000 bytes in size. More details on slots later. + DEFAULTSLOT 0 ; There's only 1 slot in SNES, there are more in other consoles. + SLOT 0 $8000 ; Define's Slot 0's starting address. +.ENDME ; End MemoryMap definition + +.ROMBANKSIZE $8000 ; Every ROM bank is 32 KBytes in size +.ROMBANKS 8 ; 2 Mbits - Tell WLA we want to use 8 ROM Banks + +.SNESHEADER + ID "SNES" ; 1-4 letter string, just leave it as "SNES" + + NAME "SNES Tile Demo " ; Program Title - can't be over 21 bytes, + ; "123456789012345678901" ; use spaces for unused bytes of the name. + + SLOWROM + LOROM + + CARTRIDGETYPE $00 ; $00 = ROM only, see WLA documentation for others + ROMSIZE $08 ; $08 = 2 Mbits, see WLA doc for more.. + SRAMSIZE $00 ; No SRAM see WLA doc for more.. + COUNTRY $01 ; $01 = U.S. $00 = Japan, that's all I know + LICENSEECODE $00 ; Just use $00 + VERSION $00 ; $00 = 1.00, $01 = 1.01, etc. +.ENDSNES + +.SNESNATIVEVECTOR ; Define Native Mode interrupt vector table + COP EmptyHandler + BRK EmptyHandler + ABORT EmptyHandler + NMI VBlank + IRQ EmptyHandler +.ENDNATIVEVECTOR + +.SNESEMUVECTOR ; Define Emulation Mode interrupt vector table + COP EmptyHandler + ABORT EmptyHandler + NMI EmptyHandler + RESET Start + IRQBRK EmptyHandler +.ENDEMUVECTOR + +.BANK 0 SLOT 0 ; Defines the ROM bank and the slot it is inserted in memory. +.ORG 0 ; .ORG 0 is really $8000, because the slot starts at $8000 +.SECTION "EmptyVectors" SEMIFREE + +EmptyHandler: + rti + +.ENDS + +.EMPTYFILL $00 \ No newline at end of file diff --git a/snes/simpletest/init.inc b/snes/simpletest/init.inc new file mode 100644 index 0000000..b9bbe49 --- /dev/null +++ b/snes/simpletest/init.inc @@ -0,0 +1,262 @@ +;------------------------------------------------------------------------ +;- Written by: Neviksti +;- If you use my code, please share your creations with me +;- as I am always curious :) +;------------------------------------------------------------------------ + + +;---------------------------------------------------------------------------- +; InitSNES -- my "standard" initialization of SNES memory and registers +;---------------------------------------------------------------------------- +.MACRO InitSNES + sei ;disable interrupts + clc ;switch to native mode + xce + + REP #$38 ; mem/A = 16 bit, X/Y = 16 bit + ;decimal mode off + + LDX #$1FFF ;Setup the stack + TXS ;Transfer Index X to Stack Pointer Register + + ;do the rest of the initialization in a routine + JSL $008000 + + SEP #$20 ; mem/A = 8 bit +.ENDM + +;---------------------------------------------------------------------------- + +.BANK 0 SLOT 0 +.ORG 0 +.SECTION "InitializeSNESCode" FORCE + +InitializeSNES: + PHK ;set Data Bank = Program Bank + PLB + + LDA #$0000 ;set Direct Page = $0000 + TCD ;Transfer Accumulator to Direct Register + + LDX $1FFD ;we clear all the mem at one point ... + STX $4372 ;so save the return address in a place that won't get overwritten + LDX $1FFF + STX $4374 + + SEP #$20 ; mem/A = 8 bit + REP #$10 + + LDA #$8F + STA $2100 ;turn screen off for now, set brightness to normal + + LDX #$2101 +_Loop00: ;regs $2101-$210C + STZ $00,X ;set Sprite,Character,Tile sizes to lowest, and set addresses to $0000 + INX + CPX #$210D + BNE _Loop00 + +_Loop01: ;regs $210D-$2114 + STZ $00,X ;Set all BG scroll values to $0000 + STZ $00,X + INX + CPX #$2115 + BNE _Loop01 + + LDA #$80 ;reg $2115 + STA $2115 ; Initialize VRAM transfer mode to word-access, increment by 1 + + STZ $2116 ;regs $2117-$2117 + STZ $2117 ;VRAM address = $0000 + + ;reg $2118-$2119 + ;VRAM write register... don't need to initialize + + STZ $211A ;clear Mode7 setting + + LDX #$211B +_Loop02: ;regs $211B-$2120 + STZ $00,X ;clear out the Mode7 matrix values + STZ $00,X + INX + CPX #$2121 + BNE _Loop02 + + ;reg $2121 - Color address, doesn't need initilaizing + ;reg $2122 - Color data, is initialized later + + LDX #$2123 +_Loop03: ;regs $2123-$2133 + STZ $00,X ;turn off windows, main screens, sub screens, color addition, + INX ;fixed color = $00, no super-impose (external synchronization), + CPX #$2134 ;no interlaced mode, normal resolution + BNE _Loop03 + + ;regs $2134-$2136 - multiplication result, no initialization needed + ;reg $2137 - software H/V latch, no initialization needed + ;reg $2138 - Sprite data read, no initialization needed + ;regs $2139-$213A - VRAM data read, no initialization needed + ;reg $213B - Color RAM data read, no initialization needed + ;regs $213C-$213D - H/V latched data read, no initialization needed + + STZ $213E ;reg $213E - might not be necesary, but selects PPU master/slave mode + ;reg $213F - PPU status flag, no initialization needed + + ;reg $2140-$2143 - APU communication regs, no initialization required + + ;reg $2180 - read/write WRAM register, no initialization required + ;reg $2181-$2183 - WRAM address, no initialization required + + ;reg $4016-$4017 - serial JoyPad read registers, no need to initialize + + + STZ $4200 ;reg $4200 - disable timers, NMI,and auto-joyread + + LDA #$FF + STA $4201 ;reg $4201 - programmable I/O write port, initalize to allow reading at in-port + + ;regs $4202-$4203 - multiplication registers, no initialization required + ;regs $4204-$4206 - division registers, no initialization required + + ;regs $4207-$4208 - Horizontal-IRQ timer setting, since we disabled this, it is OK to not init + ;regs $4209-$420A - Vertical-IRQ timer setting, since we disabled this, it is OK to not init + + STZ $420B ;reg $420B - turn off all general DMA channels + STZ $420C ;reg $420C - turn off all H-MA channels + + STZ $420D ;reg $420D - ROM access time to slow (2.68Mhz) + + LDA $4210 ;reg $4210 - NMI status, reading resets + + ;reg $4211 - IRQ status, no need to initialize + ;reg $4212 - H/V blank and JoyRead status, no need to initialize + ;reg $4213 - programmable I/O inport, no need to initialize + + ;reg $4214-$4215 - divide results, no need to initialize + ;reg $4216-$4217 - multiplication or remainder results, no need to initialize + + ;regs $4218-$421f - JoyPad read registers, no need to initialize + + ;regs $4300-$437F + ;no need to intialize because DMA was disabled above + ;also, we're not sure what all of the registers do, so it is better to leave them at + ;their reset state value + + JSR ClearVRAM ;Reset VRAM + JSR ClearPalette ;Reset colors + + ;**** clear Sprite tables ******** + + STZ $2102 ;sprites initialized to be off the screen, palette 0, character 0 + STZ $2103 + LDX #$0080 + LDA #$F0 +_Loop08: + STA $2104 ;set X = 240 + STA $2104 ;set Y = 240 + STZ $2104 ;set character = $00 + STZ $2104 ;set priority=0, no flips + DEX + BNE _Loop08 + + LDX #$0020 +_Loop09: + STZ $2104 ;set size bit=0, x MSB = 0 + DEX + BNE _Loop09 + + ;**** clear WRAM ******** + + STZ $2181 ;set WRAM address to $000000 + STZ $2182 + STZ $2183 + + LDX #$8008 + STX $4300 ;Set DMA mode to fixed source, BYTE to $2180 + LDX #wram_fill_byte + STX $4302 ;Set source offset + LDA #:wram_fill_byte + STA $4304 ;Set source bank + LDX #$0000 + STX $4305 ;Set transfer size to 64k bytes + LDA #$01 + STA $420B ;Initiate transfer + + LDA #$01 ;now set the next 64k bytes + STA $420B ;Initiate transfer + + PHK ;make sure Data Bank = Program Bank + PLB + + CLI ;enable interrupts again + + LDX $4372 ;get our return address... + STX $1FFD + LDA $4374 + STA $1FFF + RTL + +wram_fill_byte: +.db $00 + +;---------------------------------------------------------------------------- +; ClearVRAM -- Sets every byte of VRAM to zero +; In: None +; Out: None +; Modifies: flags +;---------------------------------------------------------------------------- +ClearVRAM: + pha + phx + php + + REP #$30 ; mem/A = 8 bit, X/Y = 16 bit + SEP #$20 + + LDA #$80 + STA $2115 ;Set VRAM port to word access + LDX #$1809 + STX $4300 ;Set DMA mode to fixed source, WORD to $2118/9 + LDX #$0000 + STX $2116 ;Set VRAM port address to $0000 + STX $0000 ;Set $00:0000 to $0000 (assumes scratchpad ram) + STX $4302 ;Set source address to $xx:0000 + LDA #$00 + STA $4304 ;Set source bank to $00 + LDX #$FFFF + STX $4305 ;Set transfer size to 64k-1 bytes + LDA #$01 + STA $420B ;Initiate transfer + + STZ $2119 ;clear the last byte of the VRAM + + plp + plx + pla + RTS + +;---------------------------------------------------------------------------- +; ClearPalette -- Reset all palette colors to zero +; In: None +; Out: None +; Modifies: flags +;---------------------------------------------------------------------------- +ClearPalette: + PHX + PHP + REP #$30 ; mem/A = 8 bit, X/Y = 16 bit + SEP #$20 + + STZ $2121 + LDX #$0100 +ClearPaletteLoop: + STZ $2122 + STZ $2122 + DEX + BNE ClearPaletteLoop + + PLP + PLX + RTS + +.ENDS diff --git a/snes/simpletest/sprite.asm b/snes/simpletest/sprite.asm new file mode 100644 index 0000000..a2a2dfd --- /dev/null +++ b/snes/simpletest/sprite.asm @@ -0,0 +1,209 @@ +;============================================================================ +; Includes +;============================================================================ + +;== Include MemoryMap, Vector Table, and HeaderInfo == +.INCLUDE "header.inc" + +;== Include SNES Initialization routines == +.INCLUDE "init.inc" +.INCLUDE "LoadGraphics.asm" + + +;== EQUates == +.EQU PalNum $0000 ; Use some RAM + +;============================================================================ +; Main Code +;============================================================================ + +.MACRO Stall + .REPT 3 + WAI + .ENDR +.ENDM + +.BANK 0 SLOT 0 +.ORG 0 +.SECTION "MainCode" + +Start: + InitSNES ; Clear registers, etc. + + rep #$10 + sep #$20 + + lda #%00001001 + sta $2105 + + ; Blue Background + stz $2121 + lda #$40 + sta $2122 + sta $2122 + + ; Load Palette for our tiles + LoadPalette SprPal, 128, 16 ; Sprite Palettes start at color 128 + + ; Load Tile data to VRAM + LoadBlockToVRAM Sprite, $0000, $0800 + + jsr SpriteInit + + lda #($80-16) + sta $0000 + + lda #(224/2 - 16) + sta $0001 + + stz $0002 + lda #%01110000 + sta $0003 + + ;lda #%11000000 + ;sta $0100 + + + lda #%01010100 + sta $0200 + + ; Setup Video modes and other stuff, then turn on the screen + jsr SetupVideo + + lda #$80 + sta $4200 ; Enable NMI + + +Infinity: + Stall + lda PalNum + clc + adc #$01 + and #$ff ; If > palette starting color > 24 (00011100), make 0 + sta PalNum + + jmp Infinity ; bwa hahahahaha + +;============================================================================ +SpriteInit: + php + + rep #$30 ;16bit mem/A, 16 bit X/Y + + ldx #$0000 + lda #$0001 +_setoffscr: + sta $0000,X + inx + inx + inx + inx + cpx #$0200 + bne _setoffscr +;================== + ldx #$0000 + lda #$5555 +_clr: + sta $0200, X ;initialize all sprites to be off the screen + inx + inx + cpx #$0020 + bne _clr +;================== + + plp + rts +;============================================================================ +;============================================================================ +; SetupVideo -- Sets up the video mode and tile-related registers +;---------------------------------------------------------------------------- +; In: None +;---------------------------------------------------------------------------- +; Out: None +;---------------------------------------------------------------------------- +SetupVideo: + php + + rep #$10 + sep #$20 + + stz $2102 + stz $2103 + + ;*********transfer sprite data + + stz $2102 ; set OAM address to 0 + stz $2103 + + LDY #$0400 + STY $4300 ; CPU -> PPU, auto increment, write 1 reg, $2104 (OAM Write) + stz $4302 + stz $4303 ; source offset + LDY #$0220 + STY $4305 ; number of bytes to transfer + LDA #$7E + STA $4304 ; bank address = $7E (work RAM) + LDA #$01 + STA $420B ;start DMA transfer + + lda #%10100000 + sta $2101 + + lda #%00010000 ; Enable BG1 + sta $212C + + lda #$0F + sta $2100 ; Turn on screen, full Brightness + + plp + rts + + + +;============================================================================ +VBlank: + rep #$30 ; A/mem=16 bits, X/Y=16 bits (to push all 16 bits) + phb + pha + phx + phy + phd + + sep #$20 ; A/mem=8 bit + + + + stz $2121 + lda PalNum + sta $2122 + sta $2122 + + + lda $4210 ; Clear NMI flag + rep #$30 ; A/Mem=16 bits, X/Y=16 bits + + PLD + PLY + PLX + PLA + PLB + + sep #$20 + RTI + +;============================================================================ +.ENDS + +;============================================================================ +; Character Data +;============================================================================ +.BANK 1 SLOT 0 +.ORG 0 +.SECTION "CharacterData" +Sprite: + .INCBIN "biker.pic" + +SprPal: + .INCBIN "biker.clr" + +.ENDS