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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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