#include "memmap.i65" #include "dma.i65" GAME_MAIN: sep #$20 : .as rep #$10 : .xl sei stz $4200 ; inhibit VBlank NMI jsr killdma lda #$01 sta $420d ; fast cpu jsr snes_init jsr setup_gfx jsr colortest jsr setup_hdma jsr tests ; clear text buffer ldx #$0041 lda #$00 - dex sta @MCU_TXT, x bne - ; copy routines to WRAM lda #^printloop_wram ldx #!printloop_wram sta $2183 stx $2181 DMA0(#$00, #$6F, #^printloop, #!printloop, #$80); lda #^loprint_wram ldx #!loprint_wram sta $2183 stx $2181 DMA0(#$00, #$4F, #^loprint, #!loprint, #$80); jsl @printloop_wram printloop rep #$10 : .xl sep #$20 : .as lda #$00 sta @print_x lda #13 sta @print_y lda #^MCU_TXT sta @print_bank rep #$20 : .al lda #!MCU_TXT sta @print_src sep #$20 : .as lda #$00 sta @print_pal jsr loprint_wram rep #$20 : .al lda #!BG1_TILE_BASE sta $2116 sep #$20 : .as lda #$01 sta $4300 lda #$18 sta $4301 lda #^BG1_TILE_BUF sta $4304 ldx #!BG1_TILE_BUF stx $4302 ldx #36*64 stx $4305 - lda @$4212 and #$80 bne - - lda @$4212 and #$80 beq - lda #$01 sta $420b bra printloop printloop_end cli stz $4200 jmp @infloop ;infinite loop in WRAM killdma: stz $420b stz $420c stz $4310 stz $4311 stz $4312 stz $4313 stz $4314 stz $4320 stz $4321 stz $4322 stz $4323 stz $4324 stz $4330 stz $4331 stz $4332 stz $4333 stz $4334 stz $4340 stz $4341 stz $4342 stz $4343 stz $4344 stz $4350 stz $4351 stz $4352 stz $4353 stz $4354 rts waitblank: - lda $4212 and #$80 bne - - lda $4212 and #$80 beq - rts colortest: sep #$20 : .as rep #$10 : .xl stz $2130 rts setup_gfx: sep #$20 : .as rep #$10 : .xl stz $4200 stz $420b stz $420c ;clear tilemap buffers ldx #$B000 stx $2181 lda #$01 sta $2183 DMA0(#$08, #32*29*2, #^zero, #!zero, #$80) ;copy 2bpp font ldx #$0000 stx $2116 DMA0(#$01, #$800, #^font7, #!font7, #$18) ;clear BG1 tilemap ldx #BG1_TILE_BASE stx $2116 DMA0(#$09, #32*29*2, #^zero, #!zero, #$18) ;clear OAM tables ldx #$0000 stx $2102 DMA0(#$08, #544, #^zero, #!zero, #$04) ;set palette stz $2121 DMA0(#$00, #$10, #^palette, #!palette, #$22) rts tests: sep #$20 : .as ;8-bit accumulator rep #$10 : .xl ;16-bit index lda #$00 ;mode 0 sta $2105 lda #$58 ;Tilemap addr 0xB000 ora #$02 ;SC size 32x64 sta $2107 ;for BG1 lda #$40 ;chr base addr: sta $210b ;BG1=0x0000, BG2=0x8000 lda #$01 ;enable BG1 sta $212c ;BG Main lda #$01 ;enable none sta $212d ;BG Sub lda #$00 sta $2130 stz $2121 lda #$0f sta $2100 ;screen on, full brightness rts snes_init: sep #$20 : .as ;8-bit accumulator rep #$10 : .xl ;16-bit index stz $4200 ; lda #$ff sta $4201 ; stz $4202 ; stz $4203 ; stz $4204 ; stz $4205 ; stz $4206 ; stz $4207 ; stz $4208 ; stz $4209 ; stz $420a ; stz $420b ; stz $420c ; lda #$00 sta $420d ; FAAAAAST lda #$8f sta $2100 ;INIDISP: force blank lda #$03 ; 8x8+16x16; name=0; base=3 sta $2101 ; stz $2102 ; stz $2103 ; ; stz $2104 ; (OAM Data?!) ; stz $2104 ; (OAM Data?!) stz $2105 ; stz $2106 ; stz $2107 ; stz $2108 ; stz $2109 ; stz $210a ; stz $210b ; stz $210c ; stz $210d ; stz $210d ; stz $210e ; stz $210e ; stz $210f ; stz $210f ; lda #$05 sta $2110 ; stz $2110 ; stz $2111 ; stz $2111 ; stz $2112 ; stz $2112 ; stz $2113 ; stz $2113 ; stz $2114 ; stz $2114 ; lda #$80 sta $2115 ; stz $2116 ; stz $2117 ; ; stz $2118 ;(VRAM Data?!) ; stz $2119 ;(VRAM Data?!) stz $211a ; stz $211b ; lda #$01 sta $211b ; stz $211c ; stz $211c ; stz $211d ; stz $211d ; stz $211e ; sta $211e ; stz $211f ; stz $211f ; stz $2120 ; stz $2120 ; stz $2121 ; ; stz $2122 ; (CG Data?!) ; stz $2122 ; (CG Data?!) stz $2123 ; stz $2124 ; stz $2125 ; stz $2126 ; stz $2127 ; stz $2128 ; stz $2129 ; stz $212a ; stz $212b ; stz $212c ; stz $212d ; stz $212e ; lda #$30 sta $2130 ; stz $2131 ; lda #$e0 sta $2132 ; stz $2133 ; ;clear WRAM lower page ; ldx #$0200 ; stx $2181 ; lda #$00 ; sta $2183 ; DMA0(#$08, #$FF00, #^zero, #!zero, #$80) ; ldx #$0000 ; stx $2181 ; lda #$00 ; sta $2183 ; DMA0(#$08, #$1e0, #^zero, #!zero, #$80) rts