Add a spin loop that does something
Namely, poke register $2100 to set the brightness
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47
tic_tac.asm
47
tic_tac.asm
@ -5,6 +5,30 @@
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.org 0
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.org 0
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.section "Vblank"
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.section "Vblank"
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.MACRO Spin_Loop ARGS XCOUNT
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; it is fucktarded that this macro doesn't work properly with immediates
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;ldx XCOUNT
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ldx #$04
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lvl3\@:
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lda #$ff
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lvl2\@:
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xba
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lda #$ff
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lvl1\@:
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dea
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cmp #$00
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bne lvl1\@
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xba
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dea
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cmp #$00
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bne lvl2\@
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dex
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txa
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cmp #$00
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bne lvl3\@
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.ENDM
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VBlank:
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VBlank:
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rti
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rti
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@ -118,7 +142,7 @@ stx $2118 ;data for VRAM write register
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; set up the screen
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; set up the screen
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lda #%00110000 ; 16x16 tiles, mode 0
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lda #%00110000 ; 16x16 tiles, mode 0
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sta $2105
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sta $2105 ; $2105 is the mode for bg mode + tile size
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lda #%01000000 ; data starts from $4000
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lda #%01000000 ; data starts from $4000
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sta $2107 ; for bg1
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sta $2107 ; for bg1
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@ -152,19 +176,20 @@ sta $2100
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lda #%10000001 ; enable NMI and joypads
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lda #%10000001 ; enable NMI and joypads
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sta $4200
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sta $4200
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Spin_Loop
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lda #%00000011
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;sep #$30 ; get 8-bit registers
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sta $2100
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;stz $2121 ; write to CGRAM from $0
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;lda #%10000000 ; this is
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;ldx #%00111100 ; a green color
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;sta $2122 ; write it
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;stx $2122 ; to CGRAM
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;lda #%00001111 ; turn on screen
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;sta $2100 ; here
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mainloop:
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mainloop:
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Spin_Loop
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lda #%00000011
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sta $2100
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Spin_Loop
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lda #$0f
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sta $2100
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jmp mainloop
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jmp mainloop
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.ENDS
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.ENDS
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