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527 lines (455 loc) · 12.4 KB
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;;;
;; Divide the screen in three rows and make them move in different
;; directions/speed. This is achieved thanks to the MMC3 chip (check
;; `fx/blink.s` for further information on this chip). In particular, we are
;; using the scanline IRQ mechanism provided by this chip to react to different
;; parts of the screen being rendered:
;;
;; 1. The top of the screen moves fast on one direction.
;; 2. The center of the screen moves fast on the opposite direction.
;; 3. The bottom of the screen moves on the same direction as 1. but slower.
;;
;; This is achieved by setting an IRQ that hits on points 2. and 3., and then we
;; manipulate the PPU scroll register mid frame. That is, all you see are just
;; background elements being scrolled in different ways.
;;
;; This trick was used, for example, on Super Mario Bros. 3 for the roulette
;; mini-game. That being said, usually games used this capability to handle
;; scroll on the top part of the screen, and then resetting the scroll on the
;; lower part, so they could show a status section (again, as Super Mario Bros.
;; 3 does inside of a level, and in mmc3.s here).
;; Include helpful definitions.
.include "../shared/mmc3.s"
;; Variables used on this example.
.scope Vars
zp_top_scroll = $00
zp_center_scroll = $01
zp_bottom_scroll = $02
zp_is_bottom = $04 ; 0 -> scroll center; 1 -> scroll bottom
.endscope
.segment "HEADER"
.byte 'N', 'E', 'S', $1A
.byte $10
.byte $10
.byte $42, $08
.res 8, 0
.segment "VECTORS"
.addr nmi, reset, irq
;;; NOTE: lots of banks, all of them empty since we don't need them :)
.segment "PRG0_00"
.byte $FF
.segment "PRG0_01"
.byte $FF
.segment "PRG0_02"
.byte $FF
.segment "PRG0_03"
.byte $FF
.segment "PRG0_04"
.byte $FF
.segment "PRG0_05"
.byte $FF
.segment "PRG0_06"
.byte $FF
.segment "PRG0_07"
.byte $FF
.segment "PRG0_08"
.byte $FF
.segment "PRG0_09"
.byte $FF
.segment "PRG0_0A"
.byte $FF
.segment "PRG0_0B"
.byte $FF
.segment "PRG0_0C"
.byte $FF
.segment "PRG0_0D"
.byte $FF
.segment "PRG0_0E"
.byte $FF
.segment "PRG1_00"
.byte $FF
.segment "PRG1_01"
.byte $FF
.segment "PRG1_02"
.byte $FF
.segment "PRG1_03"
.byte $FF
.segment "PRG1_04"
.byte $FF
.segment "PRG1_05"
.byte $FF
.segment "PRG1_06"
.byte $FF
.segment "PRG1_07"
.byte $FF
.segment "PRG1_08"
.byte $FF
.segment "PRG1_09"
.byte $FF
.segment "PRG1_0A"
.byte $FF
.segment "PRG1_0B"
.byte $FF
.segment "PRG1_0C"
.byte $FF
.segment "PRG1_0D"
.byte $FF
.segment "PRG1_0E"
.byte $FF
;;; NOTE: the first fixed PRG bank will simply contain utilities for moving the
;;; player around.
.segment "FIXED"
.include "../shared/diskun.s"
.include "../shared/clear.s"
;;; NOTE: the main bulk of this example. Comments only for the parts which are
;;; specific to this example.
.segment "TAIL"
.include "../shared/ppu.s"
.proc reset
sei
cld
;; NOTE: as explained on the `basics/sprite.s` example, this is done to
;; disable the APU frame IRQ. This is usually done without giving it a
;; second thought, but it's specially relevant on the MMC3 chip because
;; disabling this allows the `irq` handler to be able to assume that the
;; only kind of IRQ available is a scanline one.
ldx #$40
stx $4017
ldx #$FF
txs
inx
stx $2000
stx $2001
stx $4010
;;;
;; NOTE: Setup MMC3. Nothing different from `fx/blink.s`. Take that example
;; as a reference on how to configure the MMC3 chip and bank switching on
;; it.
lda #$00
sta MMC3::MIRRORING
sta MMC3::IRQ_DISABLE
lda #$80
sta MMC3::RAM_PROTECT
BANK_REGISTER_SET 0, 0
BANK_REGISTER_SET 1, 2
BANK_REGISTER_SET 2, 4
BANK_REGISTER_SET 3, 5
BANK_REGISTER_SET 4, 6
BANK_REGISTER_SET 5, 7
BANK_REGISTER_SET 6, 0
BANK_REGISTER_SET 7, 1
bit $2002
@vblankwait1:
bit $2002
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 $700, x
inx
bne @ram_reset_loop
lda #$EF
@sprite_reset_loop:
sta $200, x
inx
bne @sprite_reset_loop
lda #$00
sta $2003
lda #$02
sta $4014
@vblankwait2:
bit $2002
bpl @vblankwait2
lda #$3F
sta $2006
lda #$00
sta $2006
lda #$0F
ldx #$20
@palettes_reset_loop:
sta $2007
dex
bne @palettes_reset_loop
jmp main
.endproc
;; The main function is used here only for further initialization purposes.
.proc main
;; Clear both screens to avoid funky business, as we are not doing anything
;; specially clever here.
CLEAR_SCREENS $20, $24
;; Initialize both the palettes and the nametables.
jsr Diskun::init_palettes
jsr init_nametables
;; NOTE: enable back interrupts so we can set them up later on `nmi` code.
cli
lda #%10001000
sta $2000
lda #%00011110
sta $2001
@main_game_loop:
;; NOTE: nothing :D
lda #%10000000
ora $20
sta $20
@wait_for_render:
bit $20
bmi @wait_for_render
;; NOTE: no game logic, everything happens on NMI and IRQ handlers.
jmp @main_game_loop
.endproc
;; NOTE: everything displayed on this example only happens on the background.
;; Moreover, to give a more accurate illusion of the scrolling, the same
;; background elements are repeated on the other nametable. That's why we have
;; to set the data twice on each section: once for each nametable.
.proc init_nametables
;; Top left
WRITE_PPU_DATA $20A6, $01
WRITE_PPU_DATA $20C6, $11
WRITE_PPU_DATA $20A7, $02
WRITE_PPU_DATA $20C7, $12
WRITE_PPU_DATA $24A6, $01
WRITE_PPU_DATA $24C6, $11
WRITE_PPU_DATA $24A7, $02
WRITE_PPU_DATA $24C7, $12
;; Top center
WRITE_PPU_DATA $20AF, $01
WRITE_PPU_DATA $20CF, $11
WRITE_PPU_DATA $23CB, %01000100
WRITE_PPU_DATA $20B0, $02
WRITE_PPU_DATA $20D0, $12
WRITE_PPU_DATA $23CC, %00010001
WRITE_PPU_DATA $24AF, $01
WRITE_PPU_DATA $24CF, $11
WRITE_PPU_DATA $27CB, %01000100
WRITE_PPU_DATA $24B0, $02
WRITE_PPU_DATA $24D0, $12
WRITE_PPU_DATA $27CC, %00010001
;; Top right
WRITE_PPU_DATA $20B8, $01
WRITE_PPU_DATA $20D8, $11
WRITE_PPU_DATA $23CE, %00100010
WRITE_PPU_DATA $20B9, $02
WRITE_PPU_DATA $20D9, $12
WRITE_PPU_DATA $24B8, $01
WRITE_PPU_DATA $24D8, $11
WRITE_PPU_DATA $27CE, %00100010
WRITE_PPU_DATA $24B9, $02
WRITE_PPU_DATA $24D9, $12
;; Center left
WRITE_PPU_DATA $21E6, $01
WRITE_PPU_DATA $2206, $11
WRITE_PPU_DATA $21E7, $02
WRITE_PPU_DATA $2207, $12
WRITE_PPU_DATA $25E6, $01
WRITE_PPU_DATA $2606, $11
WRITE_PPU_DATA $25E7, $02
WRITE_PPU_DATA $2607, $12
;; Center center
WRITE_PPU_DATA $21EF, $01
WRITE_PPU_DATA $220F, $11
WRITE_PPU_DATA $21F0, $02
WRITE_PPU_DATA $2210, $12
WRITE_PPU_DATA $23DB, %01000000
WRITE_PPU_DATA $23E3, %00000100
WRITE_PPU_DATA $23DC, %00010000
WRITE_PPU_DATA $23E4, %00000001
WRITE_PPU_DATA $25EF, $01
WRITE_PPU_DATA $260F, $11
WRITE_PPU_DATA $25F0, $02
WRITE_PPU_DATA $2610, $12
WRITE_PPU_DATA $27DB, %01000000
WRITE_PPU_DATA $27E3, %00000100
WRITE_PPU_DATA $27DC, %00010000
WRITE_PPU_DATA $27E4, %00000001
;; Center right
WRITE_PPU_DATA $21F8, $01
WRITE_PPU_DATA $2218, $11
WRITE_PPU_DATA $21F9, $02
WRITE_PPU_DATA $2219, $12
WRITE_PPU_DATA $23DE, %00100000
WRITE_PPU_DATA $23E6, %00000010
WRITE_PPU_DATA $25F8, $01
WRITE_PPU_DATA $2618, $11
WRITE_PPU_DATA $25F9, $02
WRITE_PPU_DATA $2619, $12
WRITE_PPU_DATA $27DE, %00100000
WRITE_PPU_DATA $27E6, %00000010
;; Bottom left
WRITE_PPU_DATA $2326, $01
WRITE_PPU_DATA $2327, $02
WRITE_PPU_DATA $2346, $11
WRITE_PPU_DATA $2347, $12
WRITE_PPU_DATA $2726, $01
WRITE_PPU_DATA $2727, $02
WRITE_PPU_DATA $2746, $11
WRITE_PPU_DATA $2747, $12
;; Bottom center
WRITE_PPU_DATA $232F, $01
WRITE_PPU_DATA $234F, $11
WRITE_PPU_DATA $2330, $02
WRITE_PPU_DATA $2350, $12
WRITE_PPU_DATA $23F3, %01000100
WRITE_PPU_DATA $23F4, %00010001
WRITE_PPU_DATA $272F, $01
WRITE_PPU_DATA $274F, $11
WRITE_PPU_DATA $2730, $02
WRITE_PPU_DATA $2750, $12
WRITE_PPU_DATA $27F3, %01000100
WRITE_PPU_DATA $27F4, %00010001
;; Bottom right
WRITE_PPU_DATA $2338, $01
WRITE_PPU_DATA $2358, $11
WRITE_PPU_DATA $2339, $02
WRITE_PPU_DATA $2359, $12
WRITE_PPU_DATA $23F6, %00100010
WRITE_PPU_DATA $2738, $01
WRITE_PPU_DATA $2758, $11
WRITE_PPU_DATA $2739, $02
WRITE_PPU_DATA $2759, $12
WRITE_PPU_DATA $27F6, %00100010
rts
.endproc
;;;
;; NOTE: for this example the NMI is a bit different than on other examples. It
;; has to do mainly two things:
;; 1. Set up a scanline IRQ so the scroll at the center/bottom is different.
;; 2. Set the scroll for the top region.
.proc nmi
bit $20
bpl @next
pha
txa
pha
tya
pha
;; NOTE: no DMA transfer as usual since there are no sprites involved.
;;;
;; NOTE: setting up IRQs for scanline counting.
;; Disable scanline IRQs and acknowledge any previous one. Technically
;; speaking this is not needed because the only times we set up an IRQ we
;; know it's going to be acknowledge where it is needed. That being said,
;; let's be safe.
ldx #$00
stx MMC3::IRQ_DISABLE
;; The screen is made up of 240 visible scan lines. Since we are dividing
;; the screen by 3: 240 / 3 = 80. Hence, the next IRQ should happen on
;; scanline 80, where we would need to update the scroll value through the
;; `{center/bottom}_scroll` values instead. Moreover, note that
;; `MMC3::IRQ_ENABLE` accepts any value, so the same value as the two other
;; registers is just fine.
lda #80
sta MMC3::IRQ_LATCH
sta MMC3::IRQ_RELOAD
sta MMC3::IRQ_ENABLE
;; The IRQ for scanline 80 has been set up. Now proceed with the scroll for
;; the top section. The scroll will only happen on the X axis and it's going
;; to be a bit fast.
bit $2002
lda Vars::zp_top_scroll
clc
adc #2
sta Vars::zp_top_scroll
sta $2005
lda #$00
sta $2005
;; NOTE: the rest as usual.
lda #%01111111
and $20
sta $20
pla
tay
pla
tax
pla
@next:
rti
.endproc
;;;
;; NOTE: handle a scanline IRQ.
;;
;; Notice that we cannot at first glance know what kind of IRQ is hitting at the
;; moment, but we have disabled the frame counter on our `reset` code, so on the
;; context of the MMC3 chip the only thing left are scanline IRQs, which we have
;; set up on `nmi` code.
.proc irq
;; Save current context.
pha
txa
pha
tya
pha
;; Disable IRQs and acknowledge the current one.
ldx #$00
stx MMC3::IRQ_DISABLE
;; What are we trying to scroll, exactly?
lda Vars::zp_is_bottom
beq @scroll_right
;; We are scrolling the bottom section, which scrolls in the same direction
;; as the top one but a bit slower at that. Load the next scroll value on
;; the `a` register and `Vars::zp_bottom_scroll`.
lda Vars::zp_bottom_scroll
clc
adc #1
sta Vars::zp_bottom_scroll
ldy #0
sty Vars::zp_is_bottom
jmp @do_scroll
@scroll_right:
;; We are scrolling the center, which works by going on the opposite
;; direction as the top and bottom sections. Load the next scroll value on
;; the `a` register and `Vars::zp_center_scroll`.
lda Vars::zp_center_scroll
sec
adc #$FD
sta Vars::zp_center_scroll
ldy #1
sty Vars::zp_is_bottom
;; We are at the center, but there is still the bottom section to be
;; scrolled differently. Hence, set a new scanline IRQ 80 lines ahead of
;; where we are now. This is done in pretty much the same way as we did in
;; `nmi` code.
ldx #80
stx MMC3::IRQ_LATCH
stx MMC3::IRQ_RELOAD
stx MMC3::IRQ_ENABLE
@do_scroll:
;; Regardless of the path, the `a` register contains the value for the
;; scroll on the X axis. Store this value now and leave.
sta $2005
lda #$00
sta $2005
;; Restore previous context.
pla
tay
pla
tax
pla
rti
.endproc
;;; NOTE: pretty much the same as `fx/blink.s`.
.segment "CHARS"
.incbin "../assets/diskun0.chr"
.incbin "../assets/diskun1.chr"
.res $1000, $00
;; The 15 other 8KB portions are left empty.
.res $2000, $00
.res $2000, $00
.res $2000, $00
.res $2000, $00
.res $2000, $00
.res $2000, $00
.res $2000, $00
.res $2000, $00
.res $2000, $00
.res $2000, $00
.res $2000, $00
.res $2000, $00
.res $2000, $00
.res $2000, $00
.res $2000, $00