DMA write to tile map

DMA write was always working, I just had the wrong tile data format
Tile data is two bytes, not wrong

Also keep around previously-working tile-load loop for prosterity
This commit is contained in:
greg 2016-12-15 00:01:32 -08:00
parent 23bdc734bb
commit 21968ae8ef
2 changed files with 61 additions and 30 deletions

View File

@ -45,3 +45,29 @@ lda #\1
sta $2100 ; $2100 is the screen brightness register
.ENDM
; loads, in a loop, an alternating grid of tiles
.MACRO Tile_Load_Loop
ldx #$0400 ; load $0400 (VRAM address of tile data)
TileLoadLoop:
stx $2116 ; store VRAM address of tile data to VRAM address word-sized register
lda #$01 ; smile tile
sta $2118 ;store tile map entry to the address specified in $2116 - this increments or not based on 2115
inx
stx $2116
lda #$00 ; blank tile
sta $2118
inx
cpx #$0780 ; $400 - $780 seems to be limit of snes screen tile memory
bne TileLoadLoop
.ENDM

View File

@ -77,27 +77,9 @@ Start:
lda #%00000001
sta $212c ; enable bkg 1,
; Load_Block_to_VRAM TileMap, $0400, 16
Load_Block_to_VRAM Tiles, $0000, (8*2*2),
Load_Block_to_VRAM Tiles, $0000, (8*2*3),
ldx #$0400 ; load $0400 (VRAM address of tile data)
TileLoadLoop:
stx $2116 ; store VRAM address of tile data to VRAM address word-sized register
lda #$01 ; smile tile
sta $2118 ;store tile map entry to the address specified in $2116 - this increments or not based on 2115
inx
stx $2116
lda #$00 ; blank tile
sta $2118
inx
cpx #$0780 ; $400 - $780 seems to be limit of snes screen tile memory
bne TileLoadLoop
Load_Block_to_VRAM TileMap, $0400, 4
lda #%10000001 ; enable NMI and joypads
sta $4200
@ -159,14 +141,37 @@ Tiles:
.db %00111100
.db %00111100
TileMap:
.db $00, $01
.db $00, $01
.db $00, $01
.db $00, $01
.db $00, $01
.db $00, $01
.db $00, $01
.db $00, $01
; different face
.db %11111111
.db %00000000
.db %11111111
.db %00000000
.db %11000011
.db %00000000
.db %00111000
.db %00111000
.db %00111000
.db %00111000
.db %10000001
.db %10000001
.db %01000010
.db %01000010
.db %00111100
.db %00111100
; each entry in the tile map is two bytes long
; here is the format:
;High Low v: vertical flip h: horizontal flip
;vhopppcc cccccccc o: priority bit p: palette number
; c: Starting character (tile) number
TileMap:
.db $02, $00, $02, $00
.ENDS