Created
October 20, 2009 04:33
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.segment "HEADER" | |
.byte "NES", $1A ; iNES header identifier | |
.byte 2 ; 2x 16KB PRG code | |
.byte 1 ; 1x 8KB CHR data | |
.byte 0, 0 ; mapper 0, vertical mirroring | |
;;;;;;;;;;;;;;; | |
;;; "nes" linker config requires a STARTUP section, even if it's empty | |
.segment "STARTUP" | |
.segment "CODE" | |
reset: | |
sei ; disable IRQs | |
cld ; disable decimal mode | |
ldx #$40 | |
stx $4017 ; dsiable APU frame IRQ | |
ldx #$ff ; Set up stack | |
txs ; + | |
inx ; now X = 0 | |
stx $2000 ; disable NMI | |
stx $2001 ; disable rendering | |
stx $4010 ; disable DMC IRQs | |
@vblankwait1: ; First wait for vlbank to make sure PPU is ready | |
bit $2002 | |
bpl @vblankwait1 | |
@clrmem: | |
lda #$00 | |
sta $0000, x | |
sta $0100, x | |
sta $0200, x | |
sta $0400, x | |
sta $0500, x | |
sta $0600, x | |
sta $0700, x | |
lda #$fe | |
sta $0300, x | |
inx | |
bne @clrmem | |
@vblankwait2: ; Second wait for vblank, PPU is ready after this | |
bit $2002 | |
bpl @vblankwait2 | |
.if 0 ; Enable this to work on Nestopia | |
lda #$3f ; Set PPU address to BG palette RAM ($3F00) | |
sta $2006 | |
lda #$00 | |
sta $2006 | |
lda #$00 | |
sta $2007 | |
sta $2007 | |
@vblankwait3: | |
bit $2002 | |
bpl @vblankwait3 | |
.endif | |
lda #%10000000 ; intensify blues | |
sta $2001 | |
@forever: | |
jmp @forever | |
nmi: | |
rti | |
;;;;;;;;;;;;;; | |
.segment "VECTORS" | |
.word 0, 0, 0 ; Unused | |
;; When an NMI happens (once per frame if enabled) the label nmi: | |
.word nmi | |
;; When the processor first turns on or is reset, it will jump to the | |
;; label reset: | |
.word reset | |
;; External interrupt IRQ is not used in this tutorial | |
.word 0 | |
;;;;;;;;;;;;;; | |
.segment "CHARS" | |
.incbin "mario.chr" ; includes 8KB graphics from SMB1 | |
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