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movemario.asm
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.include "consts.inc"
.include "header.inc"
.include "reset.inc"
.include "utils.inc"
.segment "ZEROPAGE"
Frame: .res 1
Clock60: .res 1
BackgroundPointer: .res 2
Buttons: .res 1
XPos: .res 1
YPos: .res 1
.segment "CODE"
.proc ReadControllers
LDA #1
STA Buttons
STA JOYPAD1
LSR
STA JOYPAD1
LOOP_BUTTONS:
LDA JOYPAD1
LSR
ROL Buttons
BCC LOOP_BUTTONS
RTS
.endproc
.proc LoadPalette
PPU_SETADDR $3F00
LDY #0
LOOPPALETTE:
LDA PaletteData,Y
STA PPU_DATA
INY
CPY #32
BNE LOOPPALETTE
RTS
.endproc
.proc LoadBackground
LDA #<BackgroundData
STA BackgroundPointer
LDA #>BackgroundData
STA BackgroundPointer+1
PPU_SETADDR $2000
LDX #$00
LDY #$00
OUTER_LOOP:
INNER_LOOP:
LDA (BackgroundPointer),y
STA PPU_DATA
INY
CPY #0
BEQ INCREASE_HI_BYTE
JMP INNER_LOOP
INCREASE_HI_BYTE:
INC BackgroundPointer+1
INX
CPX #4
BNE OUTER_LOOP
RTS
.endproc
.proc LoadSprites
LDX #0
LOOP_SPRITES:
LDA MarioData,X
STA $0200,X
INX
CPX #16
BNE LOOP_SPRITES
LDX #0
LOOP_GOOMBA:
LDA GoombaData,X
STA $0210,X
INX
CPX #16
BNE LOOP_GOOMBA
RTS
.endproc
RESET:
INIT_NES
LDA #0
STA Frame
STA Clock60
LDX #0
LDA MarioData,x
STA YPos
INX
INX
INX
LDA MarioData,x
STA XPos
MAIN:
JSR LoadPalette
JSR LoadBackground
JSR LoadSprites
ENABLE_PPU_RENDERING:
LDA #%10010000
STA PPU_CTRL
LDA #0
STA PPU_SCROLL
STA PPU_SCROLL
LDA #%00011110
STA PPU_MASK
LOOPFOREVER:
JMP LOOPFOREVER
NMI:
INC Frame
LDA #$02
STA PPU_OAM_DMA
JSR ReadControllers
CHECK_RIGHT_BUTTON:
LDA Buttons
AND #BUTTON_RIGHT
BEQ CHECK_LEFT_BUTTON
INC XPos
CHECK_LEFT_BUTTON:
LDA Buttons
AND #BUTTON_LEFT
BEQ CHECK_DOWN_BUTTON
DEC XPos
CHECK_DOWN_BUTTON:
LDA Buttons
AND #BUTTON_DOWN
BEQ CHECK_UP_BUTTON
INC YPos
CHECK_UP_BUTTON:
LDA Buttons
AND #BUTTON_UP
BEQ :+
DEC YPos
:
UPDATE_SPRITE_POSITION:
LDA XPos
STA $0203
STA $020B
CLC
ADC #8
STA $0207
STA $020F
LDA YPos
STA $0200
STA $0204
CLC
ADC #8
STA $0208
STA $020C
LDA Frame
CMP #60
BNE NMI_RETURN
INC Clock60
LDA #0
STA Frame
NMI_RETURN:
RTI
IRQ:
RTI
PaletteData:
.byte $22,$29,$1A,$0F, $22,$36,$17,$0F, $22,$30,$21,$0F, $22,$27,$17,$0F
.byte $22,$16,$27,$18, $22,$1A,$30,$27, $22,$16,$30,$27, $22,$0F,$36,$17
BackgroundData:
.incbin "background.nam"
MarioData:
.byte $10, $3A, %00000000, $10
.byte $10, $37, %00000000, $18
.byte $18, $4F, %00000000, $10
.byte $18, $4F, %01000000, $18
GoombaData:
.byte $30, $70, %00100011, $30
.byte $30, $70, %01100011, $38
.byte $38, $72, %00100011, $30
.byte $38, $72, %01100011, $38
.segment "CHARS"
.incbin "mario.chr"
.segment "VECTORS"
.word NMI
.word RESET
.word IRQ