o add snes test sample

This commit is contained in:
david 2009-02-13 18:53:49 +01:00
parent 1a59fe0036
commit b2d38dd0de
8 changed files with 705 additions and 0 deletions

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;============================================================================
; 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

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snes/simpletest/Makefile Normal file
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#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

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snes/simpletest/biker.clr Normal file

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snes/simpletest/biker.pcx Normal file

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snes/simpletest/biker.pic Normal file

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;------------------------------ 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

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snes/simpletest/init.inc Normal file
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;------------------------------------------------------------------------
;- 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

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snes/simpletest/sprite.asm Normal file
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;============================================================================
; 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