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CREAM.ASM
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; ***** CREAM-MUSIC-SCREEN was assembled with *****
; **** SNES Cross Assembler V 1.05 ****
; **** a very old one.. ****
org $8000
nam CREAM-DEMO
start:
clc ; Into native mode
xce ; NO 6502 Emulation !
sei ; disable irq's
rep #$10 ; set X+Y to 16 bit
sep #$20 ; and set accum to 8 bit
ply ; return address
ldx.v #$01ff ; and set up the stack
txs ; to top of lo-ram
phy ; back on stack
lda #$00 ; clear the top byte of the accum
xba ; by swapping it up...just to be sure
lda #$00
pha
plb ; set the data bank register to 0
lda #$00 ; set direct register to zero
tcd
jsr init_vic
jsr set_hdma
jsr set_mode1
jsr music_init
sep #$30 ;all registers to 8 bit
rep #$10 ;x + y reg. back to 16 bit (acc.stays 8)
lda.b #$32 ;choose opening tune
jsr select_music ; ..
sep #$30
stz $200 ;scrollcounter
stz $201 ;textcounter
stz $202 ; ..
stz $203 ;bounce counter
stz $204 ;bounce2 x counter
stz $205 ;bounce2 x counter2
stz $206 ;bounce3 y counter
lda.b #$20 ;loads opening value (music)
sta $20a ;music counter
stz $20b ;parameteradress
stz $20c ;button still pressed?-indicator
stz $20d ;turnoffmusic indicator
lda #$0f
sta $2100 ;turn on screen, full brightness
lda #$81
sta $4200 ;enable interrupt and joypadread
cli ;clear interrupt-flag
label:
sep #$30
lda $20d ;is y-button being pressed?
bne label2 ;yes? then go to label2
lda $20b ;is b-button being pressed?
beq label ;no? then jump label
stz $20b ;set it to zero
ldx $20a ;which music is to be played ?
lda music_tab,x ;get the right tune out of music_tab
rep #$10
jsr select_music ;and play it
jmp label
label2:
sep #$30
stz $20d ;set it to zero
rep #$10
lda #$30 ;$30 makes the music silent
jsr select_music
jmp label
loop:
rep #$10 ;x+y reg. 16 bit
ldx.v #$130b ;music-number appears here
stx $2116
sep #$30 ;all reg. 8 bit
lda $20a ;which music is to be displayed ?
asl ;multiply with 2
tax
lda music_tab2,x ;get it out of music_tab2
sta $2118 ;and display first digit
stz $2119
inx
lda music_tab2,x
sta $2118 ;now the second digit
stz $2119
rts
joy_read:
sep #$30
lda $4212 ;is joypad ready to be read ?
and #$01
bne joy_read ;no? then go back
lda $4219
cmp $20c ;button still pressed?
beq no_up ;well, then exit immediatly
stz $20c ;clear buttonstillpressed
nopr:
lda $4212 ;joypad ready to be read ?
and #$01
bne nopr
lda $4219 ;read joypad
and #$40 ;leave only "y"-bit
beq no_y ;if result is zero then branch
sta $20c ;store result to test later
inc $20d ;shows other routine that there`s work to do
rts
no_y:
lda $4212
and #$01
bne no_y
lda $4219
and #$80 ;leave only "b"-bit
beq no_b ;not pressed? well, branch !
sta $20c ;store result
inc $20b ;shows other routine that there`s work to do
rts
no_b:
lda $4212
and #$01
bne no_b
lda $4219
and #$04 ;leave "down"-bit
beq no_down
sta $20c
lda $20a ;load music-indicator
beq no_up ;already zero? then, do nothing !
dec $20a ;count music-indicator one down
rts
no_down:
lda $4212
and #$01
bne no_down
lda $4219
and #$08 ;up?
beq no_up
sta $20c
lda $20a ;get value of music-indicator
cmp #$2a ;did it exeed HEX 2a?
beq no_up ;yes? then do nothing at all
inc $20a ;increment music-indicator by one
no_up: rts
music_init:
sep #$30
rep #$10
lda.b #$00
ldy.v #$00f9 ;i'm not sure about that parameter...
jsr init ;maybe it shows to play tune in foreground
lda.b #$01
ldy.v #$00f9
jsr init
lda.b #$02
ldy.v #$00f9
jsr init
rts
init:
dcb $08,$84,$02,$C2,$30,$29,$FF
dcb $00,$C9,$10,$00,$90,$01,$1A,$85,$00,$0A,$65,$00,$AA,$BF,$00,$80
dcb $01,$29,$FF,$7F,$A8,$A9,$00,$80,$85,$10,$E2,$20,$BF,$02,$80,$01
; ^^ ^^
dcb $EA,$EA,$85,$12,$8A,$F0,$0E,$AF,$FB,$FF,$7E,$CD,$42,$21,$D0,$FB
dcb $A5,$02,$8D,$40,$21,$C2,$20,$A9,$AA,$BB,$CD,$40,$21,$D0,$FB,$E2
dcb $20,$A9,$CC,$80,$34,$B7,$10,$C8,$10,$05,$A0,$00,$00,$E6,$12,$EB
dcb $A9,$00,$80,$12,$EB,$B7,$10,$C8,$10,$05,$A0,$00,$00,$E6,$12,$EB
dcb $CD,$40,$21,$D0,$FB,$1A,$C2,$20,$8D,$40,$21,$E2,$20,$CA,$D0,$E4
dcb $CD,$40,$21,$D0,$FB,$69,$03,$F0,$FC,$48,$B7,$10,$EB,$C8,$10,$05
dcb $A0,$00,$00,$E6,$12,$B7,$10,$EB,$AA,$C8,$10,$05,$A0,$00,$00,$E6
dcb $12,$B7,$10,$EB,$C8,$10,$05,$A0,$00,$00,$E6,$12,$B7,$10,$8D,$43
dcb $21,$C8,$10,$05,$A0,$00,$00,$E6,$12,$EB,$8D,$42,$21,$E0,$01,$00
dcb $A9,$00,$2A,$8D,$41,$21,$69,$7F,$68,$8D,$40,$21,$CD,$40,$21,$D0
dcb $FB,$70,$82,$E2,$30,$A9,$01,$8F,$FB,$FF,$7E,$A2,$3F,$9E,$C0,$03
dcb $CA,$10,$FA,$9C,$B6,$00,$9C,$B5,$00,$28,$60
select_music:
dcb $EB,$AF,$FD,$FF,$7E
dcb $8F,$FE,$FF,$7E,$EB,$8F,$FD,$FF,$7E,$A0,$FA,$00
jsr init
rts ;i cutted the sfx part out of that routine
set_mode1:
sep #$30
lda #$00
sta $210b ;charset of playfield 0/1 to vram $0000
lda #$00
sta $210c ;charset of playfield 2/3 to vram $0000
lda #$10
sta $2107 ;playfield 1 (0) to $1000 into vram
lda #$20
sta $2108 ;playfield 2 (1) to $2000 into vram
lda #$30
sta $2109 ; 3 (2) $3000
lda #$40
sta $210a ; 4 (3) ....because it's so easy to handle
lda #$00
sta $2105 ; mode 0
lda #$0f
sta $212c ;enable playfield 1-4 (0-3)
rep #$30 ; X and Y to 16 bit
sep #$20
ldx.v #$0000 ;assign VRAM location to $0000
stx $2116
ldx.v #$0000
copy:
lda font,x ;copy font to vram $0000
sta $2118
stz $2119
inx
cpx.v #$0320
bne copy
ldx.v #$1000
stx $2116
ldx.v #$0000
lda #$20
fill:
sta $2118 ; fill unused area with spaces !
stz $2119
inx
cpx #$0400
bne fill
ldx.v #$2000
stx $2116
ldx.v #$0000
lda #$20
fill2:
sta $2118
stz $2119
inx
cpx #$0400
bne fill2
ldx.v #$3000
stx $2116
ldx.v #$0000
lda #$20
fill3:
sta $2118
stz $2119
inx
cpx #$0400
bne fill3
ldx.v #$4000
stx $2116
ldx.v #$0000
set_logo:
lda logo,x ;copy cream logo to vram $4000
sta $2118
stz $2119
inx
cpx.v #224
bne set_logo
ldx.v #$0000
lda #$20 ; fill rest with spaces
hoppla:
sta $2118
stz $2119
inx
cpx.v #$320
bne hoppla
ldx.v #$1304 ;copy "music #" to screen on playfield 2 (1)
stx $2116
sep #$30
ldy #$00
sele:
lda soundtext,y
sta $2118
stz $2119
iny
cpy #$07
bne sele
rep #$10
lda #$01
ldx.v #$0038
be:
ldy.v minus1,x ;creates a vertical black line to hide
sty $2116 ;scrolline error
sta $2118
stz $2119
dex
dex
bpl be
sep #$30
lda #$20
ldx #$21
sta $2121 ;color register
stz $2122 ;color value
stz $2122
stx $2121
stz $2122
stz $2122
rts ;-------------------------------------------------
set_hdma:
sep #$30
rep #$10
stz $420c ;turn off dmas
stz $4310 ;channel 1 to 1 byte modus
lda #$02
sta $4320 ;channel 2 to 2 byte modus
lda #$21 ;channel 1 data goes in $2121
sta $4311
lda #$22
sta $4321 ;channel 2 data in $2122
ldx.v #da1
stx $4312 ;channel 1 data is to be read from label da1
ldx.v #da2
stx $4322 ;channel 2 data from label da2
stz $4314 ;channel 1 data bankregister to 0
stz $4324 ;channel 2 data bankregister to 0
lda #$06
sta $420c ;turn on channel 1 and 2
rts
;*****************************************************************
bounce_logo:
sep #$30
inc $205
lda $205
cmp #$02 ;x-movement of logo every 2nd irq
bne no_reset
stz $205
inc $204
ldx $204
lda sinus,x ;get current sinus-value out of sinus table
clc
adc #$80 ;add #$80 to position
sta $2113 ;write to planyfield 4 (3) x-position
stz $2113
no_reset:
inc $206
ldx $206
lda sinus,x ;y-movement of logo
clc
adc #$80 ;add #$80 to position
sta $2114 ;write to planyfield 4 (3) x-position
stz $2114
rts
;*****************************************************************
scroll:
sep #$20 ;acc. to 8 bit
rep #$10 ;xy to 16 bit
lda $200 ;scroll 1bit left
sta $2111
stz $2111
inc $200
lda $200
cmp #$08 ;reached 8 bit?
bne no_copy
lda #$00
sta $200
no_copy:
lda $200
cmp #$01
bne no_copy2 ;this is because of a slow raster
ldx.v #$31c0
stx $2116
ldy.v $201
ldx.v #$0000
scr:
lda text,y
sta $2118 ;move entire scrolline left by 1 chr.
stz $2119 ;and puts next letter on screen
inx
iny
cpx.v #$0020
bne scr
ldx.v $201
inx
cpx #$05c8 ;already the end of scrolltext?
beq tpzero
stx.v $201
no_copy2:
again:
sep #$30
ldy $203
lda bounce,y
sta $2112
stz $2112
inc $203
cmp.b #$ff
bne hallo
lda #$01
sta $203
jmp again
hallo:
rts
tpzero:
ldx.v #$0000
stx.v $201
rts
minus1:
dcw $201f,$203f,$205f,$207f,$209f,$20bf,$20df,$20ff
dcw $211f,$213f,$215f,$217f,$219f,$21bf,$21df,$21ff
dcw $221f,$223f,$225f,$227f,$229f,$22bf,$22df,$22ff
dcw $231f,$233f,$235f,$237f,$239f
music_tab2:
dcw "01","02","03","04","05","06","07","08","09","10"
dcw "11","12","13","14","15","16","17","18","19","20"
dcw "21","22","23","24","25","26","27","28","29","30"
dcw "31","32","33","34","35","36","37","38","39","40"
dcw "41","42","43"
music_tab:
dcb $11,$12,$13,$14,$15,$16,$17,$18,$19,$1A,$1B,$1C,$1D,$1E,$1F,$20
dcb $21,$22,$23,$24,$25,$26,$27,$28,$29,$2A,$2B,$2C,$2D,$2E,$2F
dcb $31,$32,$33,$34,$35,$36,$37,$38,$39,$3A,$3B,$3C
soundtext:
dcb "MUSIC #"
text:
dcb " "
dcb "HACKER HARRY FOR CREAM PRESENTS "
dcb "THE MUSIC FROM SQUARESOFTS BREATH OF FIRE "
dcb "PRESS UP/DOWN TO CHANGE MUSIC NUMBER, B-BUTTON TO PLAY, Y-BU"
dcb "TTON TO STOP MUSIC. YOU CAN REWIND/FAST FORWARD MUSIC NUMBER"
dcb " BY PRESSING DOWN/LEFT OR UP/LEFT. "
dcb "THE MUSIC WAS RIPPED AND ALTERED TO SLOWROM BY HACKER HARRY."
dcb " MAIN PROGRAMMING DONE BY CANDYMAN. COLOR CALCULATIONS BY TA"
dcb "O. PROGRAM SUPPORT BY RED ONE. "
dcb "THE MUSIC SIZE IS ONLY 128 KILOBYTES AND IT TOOK A WHILE TO "
dcb "RIP IT. OF COURSE, IF YOU COMPARE THIS DEMO SCREEN WITH OTHE"
dcb "RS, YOU MAY SAY THAT THIS IS A LOUSY ONE. WELL, IT IS !! "
dcb "BUT THAT IS NOT IMPORTANT,BECAUSE IT WAS A LOT OF FUN TO WRI"
dcb "TE THIS SCREEN AND TO WORK ON SNES-MUSIC. SINCE I OWE JUST A"
dcb " 8086 XT, IT WAS A BIT HARDER TO FIND SOFTWARE, THAT HELPS U"
dcb "S IN DEVELOPING SNES SOFTWARE...YES...YOU MAY LAUGH NOW ! "
dcb " "
dcb "WHAT HAPPEND IN THE NEARER PAST ? I AM SERCHING NEW WORK "
dcb "BECAUSE THE LAST JOB WAS NOT MUCH PROFITABLE...THE WORK ITSE"
dcb "LF WAS SUPERB...BUT NO ONE WANTS TO KNOW THAT...HEHE "
dcb "OK. LETS STOP THIS SCROLLTEXT NOW WITH A FEW GREETINGS. "
dcb "REGARDS GO TO ALL MUSICANS, SNES PROGRAMMERS, TO MY MOTHER, "
dcb "RED ONE, MY GIRLFRIEND STEFFI, STAR TREK FANS OUT THERE, TAO"
dcb ", ZOMB (WITH HIS NICE MUSICBOX), CANDYMAN, AGENT T, ABYSS. "
dcb " SO LONG...TILL THE NEXT CREAM PRODUCT. "
dcb " "
dcb " "
dcb " "
dcb " "
sintab:
logo:
dcb 0,3,1,1,1,0,1,1,1,2,0,3,1,1,1,0,3,1,1,2,0,1,1,1,1,2,0,0,0,0,0,0
dcb 0,1,7,0,0,0,1,0,8,1,0,1,7,0,0,0,1,7,8,1,0,1,0,0,8,1,0,0,0,0,0,0
dcb 0,1,0,0,0,0,1,0,10,1,0,1,0,0,0,0,1,0,0,1,0,1,0,1,0,1,0,0,0,0,0,0
dcb 0,1,0,0,0,0,1,1,1,6,0,1,1,1,0,0,1,1,1,1,0,1,0,1,0,1,0,0,0,0,0,0
dcb 0,1,0,0,0,0,1,0,8,1,0,1,0,0,0,0,1,0,0,1,0,1,0,1,0,1,0,0,0,0,0,0
dcb 0,1,9,0,0,0,1,0,0,1,0,1,9,0,0,0,1,0,0,1,0,1,0,1,0,1,0,0,0,0,0,0
dcb 0,4,1,1,1,0,1,0,0,1,0,4,1,1,1,0,1,0,0,1,0,1,0,1,0,1,0,0,0,0,0,0
font:
dcb 0,0,0,0,0,0,0,0
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11110000
dcb %11111100
dcb %11111110
dcb %11111110
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %00001111
dcb %00111111
dcb %01111111
dcb %01111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %01111111
dcb %01111111
dcb %00111111
dcb %00001111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111110
dcb %11111110
dcb %11111100
dcb %11110000
dcb %11111110
dcb %11111110
dcb %11111100
dcb %11110000
dcb %11110000
dcb %11111100
dcb %11111110
dcb %11111110
dcb %10000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000001
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %10000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000001
dcb %10000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %10000000
dcb %00000001
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000000
dcb %00000001
dcb %00011000
dcb %00111100
dcb %01111110
dcb %01111110
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %11111111
dcb %01111110
dcb %01111110
dcb %00111100
dcb %00011000
dcb %00011000
dcb %00111100
dcb %01111110
dcb %01111110
dcb %01111110
dcb %01111110
dcb %00111100
dcb %00011000
dcb %01111110
dcb %01111110
dcb %01111110
dcb %01111110
dcb %01111110
dcb %01111110
dcb %01111110
dcb %01111110
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb 0,0,0,0,0,0,0,0
dcb $00,$00,$00,$00,$00,$00,$00,$00 ;' '
dcb $00,$18,$18,$18,$00,$00,$18,$00 ;'!'
dcb $00,$66,$66,$00,$00,$00,$00,$00 ;'"'
dcb $00,$66,$ff,$66,$ff,$66,$00,$00 ;'#'
dcb $00,$08,$1c,$28,$28,$1c,$08,$00 ;'$'
dcb $00,$64,$6c,$18,$30,$6c,$4c,$00 ;'%'
dcb $00,$00,$18,$18,$7e,$18,$18,$00 ;'&'
dcb $00,$0c,$18,$00,$00,$00,$00,$00 ;'''
dcb $00,$18,$30,$30,$30,$18,$0c,$00 ;'('
dcb $00,$18,$0c,$0c,$0c,$18,$30,$00 ;')'
dcb $00,$66,$3c,$ff,$3c,$66,$00,$00 ;'*'
dcb $00,$18,$18,$7e,$18,$18,$00,$00 ;'+'
dcb $00,$00,$00,$00,$00,$18,$18,$30 ;','
dcb $00,$00,$00,$fe,$00,$00,$00,$00 ;'-'
dcb $00,$00,$00,$00,$00,$18,$18,$00 ;'.'
dcb $03,$06,$0c,$18,$30,$60,$c0,$00 ;'/'
dcb $00,$3c,$66,$6e,$76,$66,$3c,$00 ;'0'
dcb $00,$18,$38,$18,$18,$18,$7e,$00 ;'1'
dcb $00,$7c,$06,$0c,$30,$60,$7e,$00 ;'2'
dcb $00,$7e,$06,$1c,$06,$66,$3c,$00 ;'3'
dcb $00,$0e,$1e,$36,$7f,$06,$06,$00 ;'4'
dcb $00,$7e,$60,$7c,$06,$66,$3c,$00 ;'5'
dcb $00,$3e,$60,$7c,$66,$66,$3c,$00 ;'6'
dcb $00,$7e,$06,$0c,$0c,$0c,$0c,$00 ;'7'
dcb $00,$3c,$66,$3c,$66,$66,$3c,$00 ;'8'
dcb $00,$3c,$66,$3e,$06,$66,$3c,$00 ;'9'
dcb $00,$00,$18,$00,$00,$18,$00,$00 ;':'
dcb $00,$00,$18,$00,$00,$18,$18,$30 ;';'
dcb $18,$18,$18,$18,$18,$18,$18,$00 ;'<'
dcb $00,$00,$7e,$00,$7e,$00,$00,$00 ;'='
dcb $18,$18,$0c,$0c,$0c,$0c,$18,$18 ;'>'
dcb $00,$7c,$06,$0c,$18,$00,$18,$00 ;'?'
dcb $55,$aa,$55,$aa,$55,$aa,$55,$aa ;'@'
dcb $18,$24,$66,$66,$7e,$66,$66,$00 ;A
dcb $7c,$66,$66,$7c,$66,$66,$7c,$00 ;B
dcb $3c,$66,$60,$60,$60,$66,$3c,$00 ;C
dcb $7c,$66,$66,$66,$66,$66,$7c,$00 ;D
dcb $7e,$60,$60,$7c,$60,$60,$7e,$00 ;E
dcb $7e,$60,$60,$7c,$60,$60,$60,$00 ;F
dcb $3c,$66,$60,$6e,$66,$66,$3a,$00 ;G
dcb $66,$66,$66,$7e,$66,$66,$66,$00 ;H
dcb $3c,$18,$18,$18,$18,$18,$3c,$00 ;I
dcb $1e,$0c,$0c,$0c,$0c,$6c,$38,$00 ;J
dcb $66,$6c,$78,$70,$78,$6c,$66,$00 ;K
dcb $60,$60,$60,$60,$60,$60,$7e,$00 ;L
dcb $46,$6e,$7e,$7e,$56,$46,$46,$00 ;M
dcb $62,$72,$7a,$5e,$4e,$46,$42,$00 ;N
dcb $3c,$66,$66,$66,$66,$66,$3c,$00 ;O
dcb $7c,$66,$66,$66,$7c,$60,$60,$00 ;P
dcb $3c,$66,$66,$66,$76,$6c,$3a,$00 ;Q
dcb $7c,$66,$66,$7c,$78,$6c,$66,$00 ;R
dcb $3c,$66,$60,$3c,$06,$66,$3c,$00 ;S
dcb $7e,$18,$18,$18,$18,$18,$18,$00 ;T
dcb $66,$66,$66,$66,$66,$66,$3c,$00 ;U
dcb $66,$66,$66,$66,$24,$3c,$18,$00 ;V
dcb $46,$56,$56,$56,$7e,$2c,$2c,$00 ;W
dcb $66,$66,$3c,$18,$3c,$66,$66,$00 ;X
dcb $66,$66,$66,$3c,$18,$18,$18,$00 ;Y
dcb $7e,$06,$0c,$18,$30,$60,$7e,$00 ;Z
dcb $00,$3c,$30,$30,$30,$30,$3c,$00 ;'['
dcb $c0,$60,$30,$18,$0c,$06,$03,$00 ;'|'
dcb $00,$3c,$0c,$0c,$0c,$0c,$3c,$00 ;']'
dcb $10,$38,$6c,$c6,$00,$00,$00,$00 ;'^'
dcb $00,$00,$00,$00,$00,$00,$00,$fe ;'_'
bounce:
dcb 30,30,30,29,29,28,27,26,25,24,22,20,18,16,13,10,7
dcb 4,7,10,13,16,18,20,22,24,25,26,27,28,29,29
dcb $ff
da1: dcb $FF
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61
dcb $E5
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$61,$61,$61
dcb $61,$61,$61,$61,$61,$61,$61,$41,$01,$00
dcb $40
da2:
dcb $FF
dcw 25703,26760,27817,28874,29931,30988,32045
dcw 31054,30063,29072,28081,27090,26099,25108,24117
dcw 23126,22135,21144,20153,19162,18171,17180,16189
dcw 15198,14207,13214,12221,11228,10235,9178,8121
dcw 7064,6007,4950,3893,2836,1779,722,689
dcw 656,1647,2638,3629,4620,5611,6602,7593
dcw 8584,9575,10566,11557,12548,13539,14530,15521
dcw 16512,17504,18496,19489,20482,21507,22532,23589
dcw 24646,25703,26760,27817,28874,29931,30988,32045
dcw 31054,30063,29072,28081,27090,26099,25108,24117
dcw 23126,22135,21144,20153,19162,18171,17180,16189
dcw 15198,14207,13214,12221,11228,10235,9178,8121
dcw 7064,6007,4950,3893,2836,1779,722,689
dcw 656,1647,2638,3629,4620,5611,6602,7593
dcw 8584,9575,10566,11557,12548,13539,14530,15521
dcw 16512,17504,18496,19489,20482,21507,22532,23589
dcb $E5
dcw 24646,25703,26760,27817,28874,29931,30988,32045
dcw 31054,30063,29072,28081,27090,26099,25108,24117
dcw 23126,22135,21144,20153,19162,18171,17180,16189
dcw 15198,14207,13214,12221,11228,10235,9178,8121
dcw 7064,6007,4950,3893,2836,1779,722,689
dcw 656,1647,2638,3629,4620,5611,6602,7593
dcw 8584,9575,10566,11557,12548,13539,14530,15521
dcw 16512,17504,18496,19488,20481,21506,22531,23588
dcw 24645,25702,26759,27816,28873,29930,30987,32044
dcw 31053,30062,29071,28080,27089,26098,25107,24116
dcw 23125,22134,21143,20152,19161,18170,17179,16188
dcw 15197,14206,13215,12222,11229,10236,9179,8122
dcw 7065,$7fff,$7fff,$0,$0
sinus:
dcb 0 , 3 , 6 , 9 , 12 , 15 , 18 , 21
dcb 24 , 28 , 31 , 34 , 37 , 40 , 43 , 46
dcb 48 , 51 , 54 , 57 , 60 , 63 , 65 , 68
dcb 71 , 73 , 76 , 78 , 81 , 83 , 85 , 88
dcb 90 , 92 , 94 , 96 , 98 , 100 , 102 , 104
dcb 106 , 108 , 109 , 111 , 112 , 114 , 115 , 117
dcb 118 , 119 , 120 , 121 , 122 , 123 , 124 , 124
dcb 125 , 126 , 126 , 127 , 127 , 127 , 127 , 127
dcb 127 , 127 , 127 , 127 , 127 , 127 , 126 , 126
dcb 125 , 124 , 124 , 123 , 122 , 121 , 120 , 119
dcb 118 , 117 , 115 , 114 , 112 , 111 , 109 , 108
dcb 106 , 104 , 102 , 100 , 98 , 96 , 94 , 92
dcb 90 , 88 , 85 , 83 , 81 , 78 , 76 , 73
dcb 71 , 68 , 65 , 63 , 60 , 57 , 54 , 51
dcb 48 , 46 , 43 , 40 , 37 , 34 , 31 , 28
dcb 24 , 21 , 18 , 15 , 12 , 9 , 6 , 3
dcb -1 ,-4 ,-7 ,-10 ,-13 ,-16 ,-19 ,-22
dcb -25 ,-29 ,-32 ,-35 ,-38 ,-41 ,-44 ,-47
dcb -49 ,-52 ,-55 ,-58 ,-61 ,-64 ,-66 ,-69
dcb -72 ,-74 ,-77 ,-79 ,-82 ,-84 ,-86 ,-89
dcb -91 ,-93 ,-95 ,-97 ,-99 ,-101 ,-103 ,-105
dcb -107 ,-109 ,-110 ,-112 ,-113 ,-115 ,-116 ,-118
dcb -119 ,-120 ,-121 ,-122 ,-123 ,-124 ,-125 ,-125
dcb -126 ,-127 ,-127 ,-128 ,-128 ,-128 ,-128 ,-128
dcb -128 ,-128 ,-128 ,-128 ,-128 ,-128 ,-127 ,-127
dcb -126 ,-125 ,-125 ,-124 ,-123 ,-122 ,-121 ,-120
dcb -119 ,-118 ,-116 ,-115 ,-113 ,-112 ,-110 ,-109
dcb -107 ,-105 ,-103 ,-101 ,-99 ,-97 ,-95 ,-93
dcb -91 ,-89 ,-86 ,-84 ,-82 ,-79 ,-77 ,-74
dcb -72 ,-69 ,-66 ,-64 ,-61 ,-58 ,-55 ,-52
dcb -49 ,-47 ,-44 ,-41 ,-38 ,-35 ,-32 ,-29
dcb -25 ,-22 ,-19 ,-16 ,-13 ,-10 ,-7 ,-4
irq:
pha
phx
phy
php
jsr scroll
jsr joy_read
jsr loop
jsr bounce_logo
plp
ply
plx
pla
rti
init_vic:
sep #$30 ; make X, Y, A all 8-bits
lda #$80 ; screen off, no brightness
sta $2100 ; brightness & screen enable register
lda #$00
sta $2101 ; sprite register (size & address in VRAM)
sta $2102 ; sprite registers (address of sprite memory [OAM])
sta $2103 ; sprite registers (address of sprite memory [OAM])
sta $2105 ; graphic mode register
sta $2106 ; mosaic register
sta $2107 ; plane 0 map VRAM location
sta $2108 ; plane 1 map VRAM location
sta $2109 ; plane 2 map VRAM location
sta $210A ; plane 3 map VRAM location
sta $210B ; plane 0 & 1 Tile data location
sta $210C ; plane 2 & 3 Tile data location
sta $210D ; plane 0 scroll x (first 8 bits)
sta $210D ; plane 0 scroll x (last 3 bits)
sta $210E ; plane 0 scroll y (first 8 bits)
sta $210E ; plane 0 scroll y (last 3 bits)
sta $210F ; plane 1 scroll x (first 8 bits)
sta $210F ; plane 1 scroll x (last 3 bits)
sta $2110 ; plane 1 scroll y (first 8 bits)
sta $2110 ; plane 1 scroll y (last 3 bits)
sta $2111 ; plane 2 scroll x (first 8 bits)
sta $2111 ; plane 2 scroll x (last 3 bits)
sta $2112 ; plane 2 scroll y (first 8 bits)
sta $2112 ; plane 2 scroll y (last 3 bits)
sta $2113 ; plane 3 scroll x (first 8 bits)
sta $2113 ; plane 3 scroll x (last 3 bits)
sta $2114 ; plane 3 scroll y (first 8 bits)
sta $2114 ; plane 3 scroll y (last 3 bits)
lda #$80 ; increase VRAM address after writing to $2119
sta $2115 ; VRAM address increment register
lda #$00
sta $2116 ; VRAM address low
sta $2117 ; VRAM address high
sta $211A ; initial mode 7 setting register
sta $211B ; mode 7 matrix parameter A register (low)
lda #$01
sta $211B ; mode 7 matrix parameter A register (high)
lda #$00
sta $211C ; mode 7 matrix parameter B register (low)
sta $211C ; mode 7 matrix parameter B register (high)
sta $211D ; mode 7 matrix parameter C register (low)
sta $211D ; mode 7 matrix parameter C register (high)
sta $211E ; mode 7 matrix parameter D register (low)
lda #$01
sta $211E ; mode 7 matrix parameter D register (high)
lda #$00
sta $211F ; mode 7 center position X register (low)
sta $211F ; mode 7 center position X register (high)
sta $2120 ; mode 7 center position Y register (low)
sta $2120 ; mode 7 center position Y register (high)
sta $2121 ; color number register ($00-$ff)
sta $2123 ; bg1 & bg2 window mask setting register
sta $2124 ; bg3 & bg4 window mask setting register
sta $2125 ; obj & color window mask setting register
sta $2126 ; window 1 left position register
sta $2127 ; window 2 left position register
sta $2128 ; window 3 left position register
sta $2129 ; window 4 left position register
sta $212A ; bg1, bg2, bg3, bg4 window logic register
sta $212B ; obj, color window logic register (or, and, xor, xnor)
lda #$01
sta $212C ; main screen designation (planes, sprites enable)
lda #$00
sta $212D ; sub screen designation
sta $212E ; window mask for main screen
sta $212F ; window mask for sub screen
lda #$30
sta $2130 ; color addition & screen addition init setting
lda #$00
sta $2131 ; add/sub sub designation for screen, sprite, color
lda #$E0
sta $2132 ; color data for addition/subtraction
lda #$00
sta $2133 ; screen setting (interlace x,y/enable SFX data)
sta $4200 ; enable v-blank, interrupt, joypad register
lda #$FF
sta $4201 ; programmable I/O port
lda #$00
sta $4202 ; multiplicand A
sta $4203 ; multiplier B
sta $4204 ; multiplier C
sta $4205 ; multiplicand C
sta $4206 ; divisor B
sta $4207 ; horizontal count timer
sta $4208 ; horizontal count timer MSB
sta $4209 ; vertical count timer
sta $420A ; vertical count timer MSB
sta $420B ; general DMA enable (bits 0-7)
sta $420C ; horizontal DMA (HDMA) enable (bits 0-7)
sta $420D ; access cycle designation (slow/fast rom)
rts
;---------------- set irq adress
pad $ffea
dcw irq
pad $fffc ;set start vector
dcw start
pad
bin mus1.bin ;put first 32 kb of music to $018000
pad
bin mus2.bin
pad
bin mus3.bin
pad
bin mus4.bin