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Obey the Epel!
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Pasted as CSS by Denine ( 14 years ago )
;;--- CODE START ---;;
.inesprg 16
.inesmap 24
.inesmir 1
.ineschr 0
; Common includes
.include "./common/NES.inc"
USE_VRC6 = 1 ; Enable this to include VRC6 Bashaku Music code
; Zero page variables
.ZP
zpJoy1Status: .ds 1 ; Status of first joystick
zpPreviousJoy1Status: .ds 1 ; Previous status of first joystick
zpNmiCount: .ds 1 ; This reserves 1 byte for nmi counter
zpPpuCtrlFlags: .ds 1 ; backup state of PPU_CTRL flags
zpPpuMaskFlags: .ds 1 ; backup state of PPU_MASK flags
zpCopySrcAdr: .ds 2 ; Temporary address of data
.CODE
.bank 0
.org $0020
addrLO: .db 0 ; make "variable"s for our indirect addressing
addrHI: .db 0
seed: .db 0 ;Do losowania spacjala
ID_SPECIAL .db 0 ;ID grafiki specjala spadającego...Ustawia się go w OPCJE
current_bank: .db 0
current_bankC: .db 0
.org $0180
X_Specjal: .db 0
Y_Specjal: .db 0
Lock_Special: .db 0 ;Sprawia że losowanie liczby nie odbywa się jak specjal już zostanie wylosowany
SP_ACTIVE: .db 0 ;Czy i jaki special aktywny
.org $0720
Nacisn_guzik: .db 0
Trzyma_guzik: .db 0
Losowa_kropla: .db 0
Hero_Y: .db 0
Hero_X: .db 0
.org $8000
LevPointers:
.dw Lev1, Lev2, Title
OpisyPointers:
.dw Dizzy_Opis, Daisy_Opis, Denzil_Opis
Start:
ldx #$00 ;GFX Number
lda #$02 ;Bank number
jsr READ_GFX
Czysc_RAM:
ldx #$00
jsr Music_Init
Title_Start:
lda #$02
sta $150 ;Daj ID mapy do załadowania i skocz do ładowania tła
jsr Laduj_Mapa
lda $7F4
bne LoadAttribute
plik2paleta:
lda tilepal, X ; use a simple load of 32 bytes.
inx
sta $6ff,X
cpx #32
bne plik2paleta
jsr Laduj_Paleta
inc $7F4
LoadAttribute:
LDA $2002 ; read PPU status to reset the high/low latch
LDA #$23
STA $2006 ; write the high byte of $23C0 address
LDA #$C0
STA $2006 ; write the low byte of $23C0 address
LDX #$00 ; start out at 0
LoadAttributeLoop:
LDA Atryb1,x ; load data from address (attribute + the value in x)
STA $2007 ; write to PPU
INX ; X = X + 1
CPX #$8 ; Compare X to hex $08, decimal 8 - copying 8 bytes
BNE LoadAttributeLoop
lda #PPU_CTRL_NMI
sta zpPpuCtrlFlags ;To musi być żeby muzyka nie zaczynała się od nowa w tej klatce
sta PPU_CTRL
LDA #010000 ;enable NMI, sprites from Pattern 0, background from Pattern 1
STA $2000
LDA #011110 ; enable sprites, enable background
STA $2001
LDA #$00
STA $2005
STA $2005
; Setup the PPU
lda #001000
sta $2000
lda #011010
sta $2001
lda #PPU_CTRL_NMI
sta zpPpuCtrlFlags ;To musi być żeby muzyka nie zaczynała się od nowa w tej klatce
sta PPU_CTRL
**************Below are thing that even don't start so let's not bother you with this(the actual game)...************************
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