So now when i added FamitoneUpdate into the NMI code in background.asm my character wont move anymore :S
I did add the code under famitoneinit in famitone2.asm which didnt make any new problems while compiling.. and i put music_music_data:;Song in .music.asm
No sound playback right now :/
this is the background.asm code
Code:
.inesprg 1 ; 1x 16KB PRG code
.ineschr 1 ; 1x 8KB CHR data
.inesmap 0 ; mapper 0 = NROM, no bank swapping
.inesmir 1 ; background mirroring
;;;;;;;;;;;;;;;
.org $0000
AddrLow: .rs 1
AddrHigh: .rs 1
.bank 0
.org $C000
RESET:
SEI ; disable IRQs
CLD ; disable decimal mode
LDX #$40
STX $4017 ; disable APU frame IRQ
LDX #$FF
TXS ; Set up stack
INX ; now X = 0
STX $2000 ; disable NMI
STX $2001 ; disable rendering
STX $4010 ; disable DMC IRQs
vblankwait1: ; First wait for vblank to make sure PPU is ready
BIT $2002
BPL vblankwait1
clrmem:
LDA #$00
STA $0000, x
STA $0100, x
STA $0300, x
STA $0400, x
STA $0500, x
STA $0600, x
STA $0700, x
LDA #$FE
STA $0200, x
INX
BNE clrmem
vblankwait2: ; Second wait for vblank, PPU is ready after this
BIT $2002
BPL vblankwait2
LoadPalettes:
LDA $2002 ; read PPU status to reset the high/low latch
LDA #$3F
STA $2006 ; write the high byte of $3F00 address
LDA #$00
STA $2006 ; write the low byte of $3F00 address
LDX #$00 ; start out at 0
LoadPalettesLoop:
LDA palette, x ; load data from address (palette + the value in x)
; 1st time through loop it will load palette+0
; 2nd time through loop it will load palette+1
; 3rd time through loop it will load palette+2
; etc
STA $2007 ; write to PPU
INX ; X = X + 1
CPX #$20 ; Compare X to hex $10, decimal 16 - copying 16 bytes = 4 sprites<- lol wut? It's CPXing to $20, but says $10. ?\(?_O)/?
BNE LoadPalettesLoop ; Branch to LoadPalettesLoop if compare was Not Equal to zero
; if compare was equal to 32, keep going down
LoadSprites:
LDX #$00 ; start at 0
LoadSpritesLoop:
LDA sprites, x ; load data from address (sprites + x)
STA $0200, x ; store into RAM address ($0200 + x)
INX ; X = X + 1
CPX #$10 ; Compare X to hex $10, decimal 16
BNE LoadSpritesLoop ; Branch to LoadSpritesLoop if compare was Not Equal to zero
; if compare was equal to 16, keep going down
LDA $2002
LDA #$20
STA $2006 ; write the high byte of $2000 address
LDA #$00
STA $2006 ; write the low byte of $2000 address
LDA #low(background)
STA AddrLow
LDA #high(background)
STA AddrHigh
LDX #$04 ; Loop X 4 times
LDY #$00 ; Loop Y 256 times
LoadBackgroundsLoop:
LDA [AddrLow],y
STA $2007
INY
BNE LoadBackgroundsLoop
; Outer loop
INC AddrHigh ; increment high byte of address backg to next 256 byte chunk
DEX ; one chunk done so X = X - 1.
BNE LoadBackgroundsLoop ; if X isn't zero, do again
LDA $2002 ; Reset Scroll
LDA #$00
STA $2005
STA $2005
STA $2006
STA $2006
LDA #%10010000 ; enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
STA $2000
LDA #%00011110 ; enable sprites, enable background, no clipping on left side
STA $2001
lda #1 ;not 0 for NTSC
LDX #low(music_music_data)
LDY #high(music_music_data)
jsr FamiToneInit
lda #0
jsr FamiToneMusicPlay
Forever:
JMP Forever ;jump back to Forever, infinite loop
NMI:
LDA #$00
STA $2003 ; set the low byte (00) of the RAM address
LDA #$02
STA $4014 ; set the high byte (02) of the RAM address, start the transfer
jsr FamiToneUpdate
LatchController:
LDA #$01
STA $4016
LDA #$00
STA $4016 ; tell both the controllers to latch buttons
ReadA:
LDA $4016 ; player 1 - A
AND #%00000001 ; only look at bit 0
BEQ ReadADone ; branch to ReadADone if button is NOT pressed (0)
; add instructions here to do something when button IS pressed (1)
ReadADone: ; handling this button is done
ReadB:
LDA $4016 ; player 1 - B
AND #%00000001 ; only look at bit 0
BEQ ReadBDone ; branch to ReadBDone if button is NOT pressed (0)
; add instructions here to do something when button IS pressed (1)
ReadBDone: ; handling this button is done
ReadSelect:
LDA $4016
AND #%00000001
BEQ ReadSelectDone
ReadSelectDone:
ReadStart:
LDA $4016
AND #%00000001
BEQ ReadStartDone
ReadStartDone:
ReadUp:
LDA $4016
AND #%00000001
BEQ ReadUpDone
LDA $0200
SEC
SBC #$02
STA $0200
LDA $0204
SEC
SBC #$02
STA $0204
LDA $0208
SEC
SBC #$02
STA $0208
LDA $020C
SEC
SBC #$02
STA $020C
ReadUpDone:
ReadDown:
LDA $4016
AND #%00000001
BEQ ReadDownDone
LDA $0200
CLC
ADC #$02
STA $0200
LDA $0204
CLC
ADC #$02
STA $0204
LDA $0208
CLC
ADC #$02
STA $0208
LDA $020C
CLC
ADC #$02
STA $020C
ReadDownDone:
ReadLeft:
LDA $4016 ; player 1 - A
AND #%00000001 ; only look at bit 0
BEQ ReadLeftDone ; branch to ReadADone if button is NOT pressed (0)
; add instructions here to do something when button IS pressed (1)
LDA $0203 ; load sprite X position
SEC ; make sure carry flag is set
SBC #$02 ; Stands for Subtractcarry. Makes character move left. = A - 1
STA $0203 ; save sprite X position
LDA $0207 ; load sprite 2 position
SEC ; make sure carry flag is set
SBC #$02 ; A = A - 1
STA $0207 ; save sprite 2 position
LDA $020B ; load sprite 3 position
SEC ; make sure carry flag is set
SBC #$02 ; A = A - 1
STA $020B ; save sprite 3 position
LDA $020F ; load sprite 4 position
SEC ; make sure carry flag is set
SBC #$02 ; A = A - 1
STA $020F ; save sprite 4 position
ReadLeftDone: ; handling this button is done
ReadRight:
LDA $4016 ; player 1 - B
AND #%00000001 ; only look at bit 0
BEQ ReadRightDone ; branch to ReadBDone if button is NOT pressed (0)
; add instructions here to do something when button IS pressed (1)
LDA $0203 ; load sprite X position
CLC ; make sure the carry flag is clear
ADC #$02 ; Stands for Addcarry. Makes character move right. A = A + 1
STA $0203 ; save sprite X position
LDA $207
CLC
ADC #02
STA $207
LDA $20B
CLC
ADC #02
STA $20B
LDA $20F
CLC
ADC #02
STA $20F
ReadRightDone: ; handling this button is done
RTI ; return from interrupt
;;;;;;;;;;;;;;
.bank 1
.org $E000
palette:
.db $22,$29,$1A,$0F, $22,$36,$17,$0F, $22,$30,$21,$0F, $22,$27,$17,$0F ;;background palette
.db $22,$12,$36,$15, $22,$02,$38,$3C, $22,$1C,$15,$14, $22,$02,$38,$3C ;;sprite palette
sprites:
;vert tile attr horiz
.db $80, $32, $00, $80 ;sprite 0
.db $80, $33, $00, $88 ;sprite 1
.db $88, $34, $00, $80 ;sprite 2
.db $88, $35, $00, $88 ;sprite 3
background:
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 2
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 2
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 2
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;row 1
.db $24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24,$24 ;;all sky
attribute:
.db %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.db %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.db %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.db %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.db %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.db %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.db %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.db %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000, %00000000
.org $FFFA ;first of the three vectors starts here
.dw NMI ;when an NMI happens (once per frame if enabled) the
;processor will jump to the label NMI:
.dw RESET ;when the processor first turns on or is reset, it will jump
;to the label RESET:
.dw 0 ;external interrupt IRQ is not used in this tutorial
;;;;;;;;;;;;;;
.bank 2
.org $0000
.incbin "mario.chr" ;includes 8KB graphics file from SMB1
.include "music.asm"
.include "famitone2.asm"