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26 Commits

Author SHA1 Message Date
Greg Shuflin
1ca9426ab6 Sprites??? Not working tho' 2022-06-17 20:00:00 -07:00
Greg Shuflin
63f37f69af Use DMA 2022-06-17 14:37:10 -07:00
Greg Shuflin
1c6fdd3468 Introduce NMIs 2022-06-16 14:33:46 -07:00
Greg Shuflin
a5d8084260 Constants for controller input 2022-06-16 13:40:58 -07:00
Greg Shuflin
f1d3f2f6b6 Read from joypad 2022-06-15 11:30:27 -07:00
Greg Shuflin
8f947ae232 Draw another tile 2022-06-15 11:14:37 -07:00
Greg Shuflin
0de9c89162 Go back to tile 0 2022-06-15 11:10:07 -07:00
Greg Shuflin
33bd61d62a Use tile 1 for entire background 2022-06-15 11:08:30 -07:00
Greg Shuflin
26d66e9b8d Change sprite layout 2022-06-15 11:06:58 -07:00
Greg Shuflin
db5a2c1b32 Fix color descriptions 2022-06-15 11:06:47 -07:00
Greg Shuflin
06f267b208 Add comments to justfile 2022-06-15 09:10:13 -07:00
Greg Shuflin
14b496ae1c Manually clear screen
If I don't do this I get gibberish in most emulators
(apparently not SNES9x)
2022-06-13 18:06:18 -07:00
Greg Shuflin
f6efec6961 Justfile: run with mesen-s 2022-06-13 18:02:47 -07:00
Greg Shuflin
379d1c88fc Revert "Temporarily change color to green"
This reverts commit 8ff3cb63da.
2022-06-13 17:12:37 -07:00
Greg Shuflin
8ff3cb63da Temporarily change color to green
To make sure the tile is changing
2022-06-13 17:12:24 -07:00
Greg Shuflin
7e8671c071 Part 2 2022-06-13 17:09:27 -07:00
Greg Shuflin
9794d93fb0 Change color 2022-06-13 16:00:41 -07:00
Greg Shuflin
dba3191aa2 tutorial part 1 2022-06-13 16:00:17 -07:00
Greg Shuflin
6c2e4cee5a Delete Makefile 2022-01-30 01:28:57 -08:00
Greg Shuflin
d3a383951f Get rid of tic_tac code 2022-01-30 01:28:46 -08:00
Greg Shuflin
76fe4ad877 Move greenspace to legacy dir 2022-01-30 01:27:54 -08:00
Greg Shuflin
2354e92eaf Move test_gfx rom to subdir
The test_gfx rom is doing some kind of blinking light thing, move it to
a subdir.
2022-01-30 01:26:42 -08:00
Greg Shuflin
d032df88d8 Move register_notes to docs dir 2022-01-30 01:23:42 -08:00
Greg Shuflin
1b0835b963 Move greenspace stuff into separate directory 2022-01-30 01:21:12 -08:00
Greg Shuflin
68af657f0f Move doc pdf into docs dir 2022-01-30 01:17:37 -08:00
Greg Shuflin
fca39d9f67 Start modernizing
Add justfile, improve README
2022-01-30 00:43:56 -08:00
27 changed files with 979 additions and 300 deletions

1
.gitignore vendored
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*.swp
*.smc
*.obj
out/

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#all: smc
all: test_gfx
BINPATH := /home/greg/code/wla-dx/binaries
test_gfx: test_gfx.obj
$(BINPATH)/wlalink -v -r test_gfx.link test_gfx.smc
test_gfx.obj: test_gfx.asm
$(BINPATH)/wla-65816 -v -o test_gfx.obj test_gfx.asm
tic_tac: tic_tac.obj
$(BINPATH)/wlalink -v -r tic_tac.link tic_tac.smc
tic_tac.obj: tic_tac.asm
$(BINPATH)/wla-65816 -v -o tic_tac.obj tic_tac.asm
greenspace.obj: greenspace.asm
wla-65816 -vo greenspace.asm greenspace.obj
smc: greenspace.obj
wlalink -vr greenspace.link greenspace.smc
clean:
rm -f *.obj
rm -f greenspace.smc
rm -f tic_tac.smc
rm -f test_gfx.smc

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Playing around with SNES assembly stuff
# SNES Assembly
https://wiki.superfamicom.org/ <- a resource
This repo is a playground for messing around with SNES assembly.
It uses the [wla-dx](https://github.com/vhelin/wla-dx) assembler toolchain.
# Resources
* https://wiki.superfamicom.org/

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charset:
; tile 0x00
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
; tile 0x01
.byte %11110000 ; row 0, color 0
.byte %11111111 ; row 0, color 1
.byte %10000001 ; row 1, color 0
.byte %00000000 ; row 1, color 1
.byte %10000001 ; row 2, color 0
.byte %00000000 ; row 2, color 1
.byte %10000001 ; row 3, color 0
.byte %00001000 ; row 3, color 1
.byte %10011001 ; row 4, color 0
.byte %00001000 ; row 4, color 1
.byte %10000001 ; row 5, color 0
.byte %00000000 ; row 5, color 1
.byte %10000001 ; row 6, color 0
.byte %00000000 ; row 6, color 1
.byte %11111111 ; row 7, color 0
.byte %00000000 ; row 7, color 1
; tile 0x02
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
; This is tile 0x02 in 2bpp mode (what the background uses), but tile
; 0x01 in 4bpp mode (what the sprites use). It's very strange to mix
; these, but my assumption is that by this point you've already got
; your own graphics pipeline of some sort and probably aren't using
; 2bpp graphics at all any more, so I'm sure you can figure out what'll
; work best for you on your own :)
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11100000
.byte %00000000
.byte %11100000
.byte %00000000
.byte %11100000
.byte %00000000
.byte %11100000
.byte %00000000
.byte %11100000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %00000111
.byte %00000000
.byte %00000111
.byte %00000000
.byte %00000111
.byte %00000000
.byte %00000111
.byte %00000000
.byte %00000111
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
; normally you would put 14 other 8x8 tiles here, but we don't have
; any, so just fill it with zeros.
.repeat 14 * 32
.byte 0
.endrepeat
.byte %11100000
.byte %00000000
.byte %11100000
.byte %00000000
.byte %11100000
.byte %00000000
.byte %11100000
.byte %00000000
.byte %11100000
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000111
.byte %00000000
.byte %00000111
.byte %00000000
.byte %00000111
.byte %00000000
.byte %00000111
.byte %00000000
.byte %00000111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %11111111
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
.byte %00000000
charset_end:

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.segment "HEADER"
.byte "GNOSTIKKA " ; ROM name, must be 21 chars
.byte $30 ; Map Mode: 3.58MHz LoROM
.byte $00 ; Cartridge Type: ROM only
.byte $08 ; ROM Size
.byte $00 ; RAM size
.byte $01 ; Destination Code: USA
.byte $33 ; Fixed value
.byte $00 ; Mask ROM Version
.word $0000 ; Complement Check
.word $0000 ; Check Sum
; native mode vectors
.word 0, 0
.addr _rti ; COP
.addr _rti ; BRK
.addr _rti ; ABORT
.addr nmi ; NMI
.addr start ; RST
.addr _rti ; IRQ
; emulation mode vectors - largely unused, since we run in native mode
.word 0, 0
.addr 0
.addr 0
.addr 0
.addr 0
.addr start ; RST
.addr 0

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; A very simple SNES init routine
; For serious use, you probably want to do more than this
; This is simple and understandable, though
; Will leave you in A8 XY16 mode
; Disable interrupts and enable native (i.e. not 6502-emulating) mode
sei
clc
xce
cld
setAXY16
; ZeroCPU registers NMITIMEN through MEMSEL
stz $4200
stz $4202
stz $4204
stz $4206
stz $4208
stz $420A
stz $420C
lda #$0080
sta INIDISP ; Turn off screen ("forced blank")
; Zero some registers used for rendering
stz OAMADDL
stz BGMODE
stz BG1SC
stz BG3SC
stz BG12NBA
stz VMADDL
stz W12SEL
stz WH0
stz WH2
stz WBGLOG
stz TM
stz TMW
; Disable color math / etc
ldx #$0030
stx CGWSEL
ldy #$00E0
sty COLDATA
setA8
; Zero window masks
stz WOBJSEL

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; Joypad bitmaps
JOYH_B = %10000000
JOYH_Y = %01000000
JOYH_SEL = %00100000
JOYH_START = %00010000
JOYH_UP = %00001000
JOYH_DOWN = %00000100
JOYH_LEFT = %00000010
JOYH_RIGHT = %00000001
JOYL_A = %10000000
JOYL_X = %01000000
JOYL_L = %00100000
JOYL_R = %00010000

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MEMORY {
ZEROPAGE: start = $000000, size = $0100;
STACK: start = $000100, size = $0100;
BSS: start = $000200, size = $1E00;
BSS7E: start = $7E2000, size = $E000;
BSS7F: start = $7F0000, size =$10000;
ROM0: start = $808000, size = $8000, fill = yes;
ROM1: start = $818000, size = $8000, fill = yes;
ROM2: start = $828000, size = $8000, fill = yes;
ROM3: start = $838000, size = $8000, fill = yes;
ROM4: start = $848000, size = $8000, fill = yes;
ROM5: start = $858000, size = $8000, fill = yes;
ROM6: start = $868000, size = $8000, fill = yes;
ROM7: start = $878000, size = $8000, fill = yes;
}
SEGMENTS {
CODE: load = ROM0, align = $100;
HEADER: load = ROM0, start = $80FFC0;
CODE1: load = ROM1, align = $100, optional=yes;
CODE2: load = ROM2, align = $100, optional=yes;
CODE3: load = ROM3, align = $100, optional=yes;
CODE4: load = ROM4, align = $100, optional=yes;
CODE5: load = ROM5, align = $100, optional=yes;
CODE6: load = ROM6, align = $100, optional=yes;
CODE7: load = ROM7, align = $100, optional=yes;
ZEROPAGE: load = ZEROPAGE, type = zp, define=yes;
BSS: load = BSS, type = bss, align = $100, optional=yes;
BSS7E: load = BSS7E, type = bss, align = $100, optional=yes;
BSS7F: load = BSS7F, type = bss, align = $100, optional=yes;
}

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.macro setA8
sep #$20
.endmacro
.macro setA16
rep #$20
.endmacro
.macro setAXY8
sep #$30
.endmacro
.macro setAXY16
rep #$30
.endmacro
.macro setXY8
sep #$10
.endmacro
.macro setXY16
rep #$10
.endmacro

216
homebrew-tutorial/main.asm Normal file
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.p816
.smart
.include "macros.inc"
.include "registers.inc"
.include "keys.inc"
.include "header.asm"
.segment "ZEROPAGE"
nmi_count: .res 2
.segment "BSS"
oam_lo_buffer: .res 512
oam_hi_buffer: .res 32
oam_buffer_end:
.segment "CODE"
VRAM_CHARS = $0000
VRAM_BG1 = $1000
start:
.include "init.asm"
; Set up the color palette
stz CGADD
; Color 0 - black
lda #$00
sta CGDATA
lda #$00
sta CGDATA
; Color 1 - red
lda #$1f
sta CGDATA
lda #$00
sta CGDATA
; Color 2 - green
lda #$e0
sta CGDATA
lda #$03
sta CGDATA
; Color 3 - blue
lda #$00
sta CGDATA
lda #$7c
sta CGDATA
; Set up sprite palette
lda #128 ;sprite palettes begin at cgdata index 128
sta CGADD
stz CGDATA
stz CGDATA
lda #$1f
sta CGDATA
stz CGDATA
; Graphics mode 0, 8x8 tiles
stz BGMODE
; Set BG1 and tile map and character data
lda #>VRAM_BG1
sta BG1SC
lda #VRAM_CHARS
sta BG12NBA
; Load character data into VRAM
lda #$80
sta VMAIN
ldx #VRAM_CHARS
stx VMADDL
; Set DMA source flags
lda #%00000001
sta DMAP0
; DMA destination VMDATAL register
lda #<VMDATAL
sta BBAD0
; Set starting address to charset
ldx #.loword(charset)
stx A1T0L
lda #^charset
sta A1B0
; Write to charset_end bytes
ldx #(charset_end - charset)
stx DAS0L
; actually kick off the DMA
lda #1
sta MDMAEN
; @charset_loop:
; lda charset,x
; sta VMDATAL
; inx
; lda charset,x
; sta VMDATAH
; inx
; cpx #(charset_end - charset)
; bne @charset_loop
; Manually clear screen
ldx #(VRAM_BG1)
@loop:
stx VMADDL
lda #$00
sta VMDATAL
stz VMDATAH
inx
cpx #(VRAM_BG1 + 32 * 29)
bne @loop
; write tile to position (1, 1)
TILE_X = 1
TILE_Y = 1
ldx #(VRAM_BG1 + (TILE_Y * 32) + TILE_X)
stx VMADDL
lda #$01 ; tile number
sta VMDATAL
stz VMDATAH
; Show bg1 + sprites
lda #%00010001
sta TM
lda #$0f
sta INIDISP
lda #$0
sta OBSEL
ldx #0
@zero_oam:
stz oam_lo_buffer, x
inx
cpx #(oam_buffer_end - oam_lo_buffer)
bne @zero_oam
lda #%10000001
sta NMITIMEN
mainloop:
lda nmi_count
nmi_check:
wai
cmp nmi_count
beq nmi_check
; set sprite 0 X position
ldx #$42
stx oam_lo_buffer
; set sprite 0 Y position
ldx #$69
stx oam_lo_buffer + 1
; Set sprite 0 to priority 3 and tile 0x01
ldx #((%00110000 << 8) | $0001)
stx oam_lo_buffer + 2
; Set sprite 0 to be large (16x16)
lda #%00000010
sta oam_hi_buffer
; Copy OAM data via DMA
stz OAMADDL
lda #$0
sta DMAP1
lda #<OAMDATA
sta BBAD1
ldx #.loword(oam_lo_buffer)
stx A1B1
ldx #(oam_buffer_end - oam_lo_buffer)
stx DAS1L
lda #%00000010
sta MDMAEN
lda JOY1L
bit #JOYL_L
beq down_not_pressed
; write tile 2 to position (4, 8)
TILE_X2= 4
TILE_Y2= 8
ldx #(VRAM_BG1 + (TILE_Y2* 32) + TILE_X2)
stx VMADDL
lda #$02
sta VMDATAL
stz VMDATAH
down_not_pressed:
bra mainloop
busywait:
bra busywait
nmi:
bit RDNMI
inc nmi_count
_rti:
rti
.include "charset.asm"

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; SNES Register Aliases
; Address Bus B Registers
INIDISP = $2100 ; Screen Display Register single write any time
OBSEL = $2101 ; Object Size and Character Size Register single write f-blank, v-blank
OAMADDL = $2102 ; OAM Address Registers (Low) single write f-blank, v-blank
OAMADDH = $2103 ; OAM Address Registers (High) single write f-blank, v-blank
OAMDATA = $2104 ; OAM Data Write Register single write f-blank, v-blank
BGMODE = $2105 ; BG Mode and Character Size Register single write f-blank, v-blank, h-blank
MOSAIC = $2106 ; Mosaic Register single write f-blank, v-blank, h-blank
BG1SC = $2107 ; BG Tilemap Address Registers (BG1) single write f-blank, v-blank
BG2SC = $2108 ; BG Tilemap Address Registers (BG2) single write f-blank, v-blank
BG3SC = $2109 ; BG Tilemap Address Registers (BG3) single write f-blank, v-blank
BG4SC = $210A ; BG Tilemap Address Registers (BG4) single write f-blank, v-blank
BG12NBA = $210B ; BG Character Address Registers (BG1&2) single write f-blank, v-blank
BG34NBA = $210C ; BG Character Address Registers (BG3&4) single write f-blank, v-blank
BG1HOFS = $210D ; BG Scroll Registers (BG1) dual write f-blank, v-blank, h-blank
BG1VOFS = $210E ; BG Scroll Registers (BG1) dual write f-blank, v-blank, h-blank
BG2HOFS = $210F ; BG Scroll Registers (BG2) dual write f-blank, v-blank, h-blank
BG2VOFS = $2110 ; BG Scroll Registers (BG2) dual write f-blank, v-blank, h-blank
BG3HOFS = $2111 ; BG Scroll Registers (BG3) dual write f-blank, v-blank, h-blank
BG3VOFS = $2112 ; BG Scroll Registers (BG3) dual write f-blank, v-blank, h-blank
BG4HOFS = $2113 ; BG Scroll Registers (BG4) dual write f-blank, v-blank, h-blank
BG4VOFS = $2114 ; BG Scroll Registers (BG4) dual write f-blank, v-blank, h-blank
VMAIN = $2115 ; Video Port Control Register single write f-blank, v-blank
VMADDL = $2116 ; VRAM Address Registers (Low) single write f-blank, v-blank
VMADDH = $2117 ; VRAM Address Registers (High) single write f-blank, v-blank
VMDATAL = $2118 ; VRAM Data Write Registers (Low) single write f-blank, v-blank
VMDATAH = $2119 ; VRAM Data Write Registers (High) single write f-blank, v-blank
M7SEL = $211A ; Mode 7 Settings Register single write f-blank, v-blank
M7A = $211B ; Mode 7 Matrix Registers dual write f-blank, v-blank, h-blank
M7B = $211C ; Mode 7 Matrix Registers dual write f-blank, v-blank, h-blank
M7C = $211D ; Mode 7 Matrix Registers dual write f-blank, v-blank, h-blank
M7D = $211E ; Mode 7 Matrix Registers dual write f-blank, v-blank, h-blank
M7X = $211F ; Mode 7 Matrix Registers dual write f-blank, v-blank, h-blank
M7Y = $2120 ; Mode 7 Matrix Registers dual write f-blank, v-blank, h-blank
CGADD = $2121 ; CGRAM Address Register single write f-blank, v-blank, h-blank
CGDATA = $2122 ; CGRAM Data Write Register dual write f-blank, v-blank, h-blank
W12SEL = $2123 ; Window Mask Settings Registers single write f-blank, v-blank, h-blank
W34SEL = $2124 ; Window Mask Settings Registers single write f-blank, v-blank, h-blank
WOBJSEL = $2125 ; Window Mask Settings Registers single write f-blank, v-blank, h-blank
WH0 = $2126 ; Window Position Registers (WH0) single write f-blank, v-blank, h-blank
WH1 = $2127 ; Window Position Registers (WH1) single write f-blank, v-blank, h-blank
WH2 = $2128 ; Window Position Registers (WH2) single write f-blank, v-blank, h-blank
WH3 = $2129 ; Window Position Registers (WH3) single write f-blank, v-blank, h-blank
WBGLOG = $212A ; Window Mask Logic registers (BG) single write f-blank, v-blank, h-blank
WOBJLOG = $212B ; Window Mask Logic registers (OBJ) single write f-blank, v-blank, h-blank
TM = $212C ; Screen Destination Registers single write f-blank, v-blank, h-blank
TS = $212D ; Screen Destination Registers single write f-blank, v-blank, h-blank
TMW = $212E ; Window Mask Destination Registers single write f-blank, v-blank, h-blank
TSW = $212F ; Window Mask Destination Registers single write f-blank, v-blank, h-blank
CGWSEL = $2130 ; Color Math Registers single write f-blank, v-blank, h-blank
CGADSUB = $2131 ; Color Math Registers single write f-blank, v-blank, h-blank
COLDATA = $2132 ; Color Math Registers single write f-blank, v-blank, h-blank
SETINI = $2133 ; Screen Mode Select Register single write f-blank, v-blank, h-blank
MPYL = $2134 ; Multiplication Result Registers single read f-blank, v-blank, h-blank
MPYM = $2135 ; Multiplication Result Registers single read f-blank, v-blank, h-blank
MPYH = $2136 ; Multiplication Result Registers single read f-blank, v-blank, h-blank
SLHV = $2137 ; Software Latch Register single any time
OAMDATAREAD = $2138 ; OAM Data Read Register dual read f-blank, v-blank
VMDATALREAD = $2139 ; VRAM Data Read Register (Low) single read f-blank, v-blank
VMDATAHREAD = $213A ; VRAM Data Read Register (High) single read f-blank, v-blank
CGDATAREAD = $213B ; CGRAM Data Read Register dual read f-blank, v-blank
OPHCT = $213C ; Scanline Location Registers (Horizontal) dual read any time
OPVCT = $213D ; Scanline Location Registers (Vertical) dual read any time
STAT77 = $213E ; PPU Status Register single read any time
STAT78 = $213F ; PPU Status Register single read any time
APUIO0 = $2140 ; APU IO Registers single both any time
APUIO1 = $2141 ; APU IO Registers single both any time
APUIO2 = $2142 ; APU IO Registers single both any time
APUIO3 = $2143 ; APU IO Registers single both any time
WMDATA = $2180 ; WRAM Data Register single both any time
WMADDL = $2181 ; WRAM Address Registers single write any time
WMADDM = $2182 ; WRAM Address Registers single write any time
WMADDH = $2183 ; WRAM Address Registers single write any time
; Old Style Joypad Registers
JOYSER0 = $4016 ; Old Style Joypad Registers single (write) read/write any time that is not auto-joypad
JOYSER1 = $4017 ; Old Style Joypad Registers many (read) read any time that is not auto-joypad
; Internal CPU Registers
NMITIMEN = $4200 ; Interrupt Enable Register single write any time
WRIO = $4201 ; IO Port Write Register single write any time
WRMPYA = $4202 ; Multiplicand Registers single write any time
WRMPYB = $4203 ; Multiplicand Registers single write any time
WRDIVL = $4204 ; Divisor & Dividend Registers single write any time
WRDIVH = $4205 ; Divisor & Dividend Registers single write any time
WRDIVB = $4206 ; Divisor & Dividend Registers single write any time
HTIMEL = $4207 ; IRQ Timer Registers (Horizontal - Low) single write any time
HTIMEH = $4208 ; IRQ Timer Registers (Horizontal - High) single write any time
VTIMEL = $4209 ; IRQ Timer Registers (Vertical - Low) single write any time
VTIMEH = $420A ; IRQ Timer Registers (Vertical - High) single write any time
MDMAEN = $420B ; DMA Enable Register single write any time
HDMAEN = $420C ; HDMA Enable Register single write any time
MEMSEL = $420D ; ROM Speed Register single write any time
RDNMI = $4210 ; Interrupt Flag Registers single read any time
TIMEUP = $4211 ; Interrupt Flag Registers single read any time
HVBJOY = $4212 ; PPU Status Register single read any time
RDIO = $4213 ; IO Port Read Register single read any time
RDDIVL = $4214 ; Multiplication Or Divide Result Registers (Low) single read any time
RDDIVH = $4215 ; Multiplication Or Divide Result Registers (High) single read any time
RDMPYL = $4216 ; Multiplication Or Divide Result Registers (Low) single read any time
RDMPYH = $4217 ; Multiplication Or Divide Result Registers (High) single read any time
JOY1L = $4218 ; Controller Port Data Registers (Pad 1 - Low) single read any time that is not auto-joypad
JOY1H = $4219 ; Controller Port Data Registers (Pad 1 - High) single read any time that is not auto-joypad
JOY2L = $421A ; Controller Port Data Registers (Pad 2 - Low) single read any time that is not auto-joypad
JOY2H = $421B ; Controller Port Data Registers (Pad 2 - High) single read any time that is not auto-joypad
JOY3L = $421C ; Controller Port Data Registers (Pad 3 - Low) single read any time that is not auto-joypad
JOY3H = $421D ; Controller Port Data Registers (Pad 3 - High) single read any time that is not auto-joypad
JOY4L = $421E ; Controller Port Data Registers (Pad 4 - Low) single read any time that is not auto-joypad
JOY4H = $421F ; Controller Port Data Registers (Pad 4 - High) single read any time that is not auto-joypad
; DMA/HDMA Registers
DMAP0 = $4300 ; (H)DMA Control Register
BBAD0 = $4301 ; (H)DMA Destination Register
A1T0L = $4302 ; (H)DMA Source Address Registers
A1T0H = $4303 ; (H)DMA Source Address Registers
A1B0 = $4304 ; (H)DMA Source Address Registers
DAS0L = $4305 ; (H)DMA Size Registers (Low)
DAS0H = $4306 ; (H)DMA Size Registers (High)
DASB0 = $4307 ; HDMA Indirect Address Registers
A2A0L = $4308 ; HDMA Mid Frame Table Address Registers (Low)
A2A0H = $4309 ; HDMA Mid Frame Table Address Registers (High)
NTLR0 = $430A ; HDMA Line Counter Register
DMAP1 = $4310 ; (H)DMA Control Register
BBAD1 = $4311 ; (H)DMA Destination Register
A1T1L = $4312 ; (H)DMA Source Address Registers
A1T1H = $4313 ; (H)DMA Source Address Registers
A1B1 = $4314 ; (H)DMA Source Address Registers
DAS1L = $4315 ; (H)DMA Size Registers (Low)
DAS1H = $4316 ; (H)DMA Size Registers (High)
DASB1 = $4317 ; HDMA Indirect Address Registers
A2A1L = $4318 ; HDMA Mid Frame Table Address Registers (Low)
A2A1H = $4319 ; HDMA Mid Frame Table Address Registers (High)
NTLR1 = $431A ; HDMA Line Counter Register
DMAP2 = $4320 ; (H)DMA Control Register
BBAD2 = $4321 ; (H)DMA Destination Register
A1T2L = $4322 ; (H)DMA Source Address Registers
A1T2H = $4323 ; (H)DMA Source Address Registers
A1B2 = $4324 ; (H)DMA Source Address Registers
DAS2L = $4325 ; (H)DMA Size Registers (Low)
DAS2H = $4326 ; (H)DMA Size Registers (High)
DASB2 = $4327 ; HDMA Indirect Address Registers
A2A2L = $4328 ; HDMA Mid Frame Table Address Registers (Low)
A2A2H = $4329 ; HDMA Mid Frame Table Address Registers (High)
NTLR2 = $432A ; HDMA Line Counter Register
DMAP3 = $4330 ; (H)DMA Control Register
BBAD3 = $4331 ; (H)DMA Destination Register
A1T3L = $4332 ; (H)DMA Source Address Registers
A1T3H = $4333 ; (H)DMA Source Address Registers
A1B3 = $4334 ; (H)DMA Source Address Registers
DAS3L = $4335 ; (H)DMA Size Registers (Low)
DAS3H = $4336 ; (H)DMA Size Registers (High)
DASB3 = $4337 ; HDMA Indirect Address Registers
A2A3L = $4338 ; HDMA Mid Frame Table Address Registers (Low)
A2A3H = $4339 ; HDMA Mid Frame Table Address Registers (High)
NTLR3 = $433A ; HDMA Line Counter Register
DMAP4 = $4340 ; (H)DMA Control Register
BBAD4 = $4341 ; (H)DMA Destination Register
A1T4L = $4342 ; (H)DMA Source Address Registers
A1T4H = $4343 ; (H)DMA Source Address Registers
A1B4 = $4344 ; (H)DMA Source Address Registers
DAS4L = $4345 ; (H)DMA Size Registers (Low)
DAS4H = $4346 ; (H)DMA Size Registers (High)
DASB4 = $4347 ; HDMA Indirect Address Registers
A2A4L = $4348 ; HDMA Mid Frame Table Address Registers (Low)
A2A4H = $4349 ; HDMA Mid Frame Table Address Registers (High)
NTLR4 = $434A ; HDMA Line Counter Register
DMAP5 = $4350 ; (H)DMA Control Register
BBAD5 = $4351 ; (H)DMA Destination Register
A1T5L = $4352 ; (H)DMA Source Address Registers
A1T5H = $4353 ; (H)DMA Source Address Registers
A1B5 = $4354 ; (H)DMA Source Address Registers
DAS5L = $4355 ; (H)DMA Size Registers (Low)
DAS5H = $4356 ; (H)DMA Size Registers (High)
DASB5 = $4357 ; HDMA Indirect Address Registers
A2A5L = $4358 ; HDMA Mid Frame Table Address Registers (Low)
A2A5H = $4359 ; HDMA Mid Frame Table Address Registers (High)
NTLR5 = $435A ; HDMA Line Counter Register
DMAP6 = $4360 ; (H)DMA Control Register
BBAD6 = $4361 ; (H)DMA Destination Register
A1T6L = $4362 ; (H)DMA Source Address Registers
A1T6H = $4363 ; (H)DMA Source Address Registers
A1B6 = $4364 ; (H)DMA Source Address Registers
DAS6L = $4365 ; (H)DMA Size Registers (Low)
DAS6H = $4366 ; (H)DMA Size Registers (High)
DASB6 = $4367 ; HDMA Indirect Address Registers
A2A6L = $4368 ; HDMA Mid Frame Table Address Registers (Low)
A2A6H = $4369 ; HDMA Mid Frame Table Address Registers (High)
NTLR6 = $436A ; HDMA Line Counter Register
DMAP7 = $4370 ; (H)DMA Control Register
BBAD7 = $4371 ; (H)DMA Destination Register
A1T7L = $4372 ; (H)DMA Source Address Registers
A1T7H = $4373 ; (H)DMA Source Address Registers
A1B7 = $4374 ; (H)DMA Source Address Registers
DAS7L = $4375 ; (H)DMA Size Registers (Low)
DAS7H = $4376 ; (H)DMA Size Registers (High)
DASB7 = $4377 ; HDMA Indirect Address Registers
A2A7L = $4378 ; HDMA Mid Frame Table Address Registers (Low)
A2A7H = $4379 ; HDMA Mid Frame Table Address Registers (High)
NTLR7 = $437A ; HDMA Line Counter Register

18
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default:
just --list
# Run homebrew ROM using mesen-s
run-homebrew: homebrew-tutorial
mesen-s ./out/main.sfc
# Build homebrew ROM in ./out
homebrew-tutorial:
mkdir -p out
ca65 ./homebrew-tutorial/main.asm -o ./out/main.o -g
ld65 -C ./homebrew-tutorial/lorom.cfg -o ./out/main.sfc ./out/main.o
greenspace_smc:
just legacy/greenspace/greenspace_smc
test_gfx:
just legacy/test_gfx/test_gfx

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greenspace_smc:
wla-65816 -o greenspace.obj greenspace.asm
wlalink greenspace.link greenspace.smc

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;==LoRom== ; We'll get to HiRom some other time.
.MEMORYMAP ; Begin describing the system architecture.
SLOTSIZE $8000 ; The slot is $8000 bytes in size. More details on slots later.
DEFAULTSLOT 0
SLOT 0 $8000 ; Defines Slot 0's starting address.
.ENDME ; End MemoryMap definition
.ROMBANKSIZE $8000 ; Every ROM bank is 32 KBytes in size
.ROMBANKS 8 ; 2 Mbits - Tell WLA we want to use 8 ROM Banks
.SNESHEADER
ID "SNES" ; 1-4 letter string, just leave it as "SNES"
NAME "SNES Tile Demo " ; Program Title - can't be over 21 bytes,
; "123456789012345678901" ; use spaces for unused bytes of the name.
SLOWROM
LOROM
CARTRIDGETYPE $00 ; $00 = ROM only, see WLA documentation for others
ROMSIZE $08 ; $08 = 2 Mbits, see WLA doc for more..
SRAMSIZE $00 ; No SRAM see WLA doc for more..
COUNTRY $01 ; $01 = U.S. $00 = Japan, that's all I know
LICENSEECODE $00 ; Just use $00
VERSION $00 ; $00 = 1.00, $01 = 1.01, etc.
.ENDSNES
.SNESNATIVEVECTOR ; Define Native Mode interrupt vector table
COP EmptyHandler
BRK EmptyHandler
ABORT EmptyHandler
NMI VBlank
IRQ EmptyHandler
.ENDNATIVEVECTOR
.SNESEMUVECTOR ; Define Emulation Mode interrupt vector table
COP EmptyHandler
ABORT EmptyHandler
NMI EmptyHandler
RESET Start ; where execution starts
IRQBRK EmptyHandler
.ENDEMUVECTOR
.BANK 0 SLOT 0 ; Defines the ROM bank and the slot it is inserted in memory.
.ORG 0 ; .ORG 0 is really $8000, because the slot starts at $8000
.SECTION "EmptyVectors" SEMIFREE
EmptyHandler:
rti
.ENDS
.EMPTYFILL $00 ; fill unused areas with $00, opcode for BRK.
; BRK will crash the snes if executed.

5
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test_gfx:
wla-65816 -o test_gfx.obj test_gfx.asm
wlalink -r test_gfx.link test_gfx.smc

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.MACRO Snes_Init
sei ; Disabled interrupts
clc ; clear carry to switch to native mode
xce ; Xchange carry & emulation bit. native mode
rep #$18 ; Binary mode (decimal mode off), X/Y 16 bit
ldx #$1FFF ; set stack to $1FFF
txs
jsr Init
.ENDM
.bank 0
.section "Snes_Init" SEMIFREE
Init:
sep #$30 ; X,Y,A are 8 bit numbers
lda #$8F ; screen off, full brightness
sta $2100 ; brightness + screen enable register
stz $2101 ; Sprite register (size + address in VRAM)
stz $2102 ; Sprite registers (address of sprite memory [OAM])
stz $2103 ; "" ""
stz $2105 ; Mode 0, = Graphic mode register
stz $2106 ; noplanes, no mosaic, = Mosaic register
stz $2107 ; Plane 0 map VRAM location
stz $2108 ; Plane 1 map VRAM location
stz $2109 ; Plane 2 map VRAM location
stz $210A ; Plane 3 map VRAM location
stz $210B ; Plane 0+1 Tile data location
stz $210C ; Plane 2+3 Tile data location
stz $210D ; Plane 0 scroll x (first 8 bits)
stz $210D ; Plane 0 scroll x (last 3 bits) #$0 - #$07ff
lda #$FF ; The top pixel drawn on the screen isn't the top one in the tilemap, it's the one above that.
sta $210E ; Plane 0 scroll y (first 8 bits)
sta $2110 ; Plane 1 scroll y (first 8 bits)
sta $2112 ; Plane 2 scroll y (first 8 bits)
sta $2114 ; Plane 3 scroll y (first 8 bits)
lda #$07 ; Since this could get quite annoying, it's better to edit the scrolling registers to fix this.
sta $210E ; Plane 0 scroll y (last 3 bits) #$0 - #$07ff
sta $2110 ; Plane 1 scroll y (last 3 bits) #$0 - #$07ff
sta $2112 ; Plane 2 scroll y (last 3 bits) #$0 - #$07ff
sta $2114 ; Plane 3 scroll y (last 3 bits) #$0 - #$07ff
stz $210F ; Plane 1 scroll x (first 8 bits)
stz $210F ; Plane 1 scroll x (last 3 bits) #$0 - #$07ff
stz $2111 ; Plane 2 scroll x (first 8 bits)
stz $2111 ; Plane 2 scroll x (last 3 bits) #$0 - #$07ff
stz $2113 ; Plane 3 scroll x (first 8 bits)
stz $2113 ; Plane 3 scroll x (last 3 bits) #$0 - #$07ff
lda #$80 ; increase VRAM address after writing to $2119
sta $2115 ; VRAM address increment register
stz $2116 ; VRAM address low
stz $2117 ; VRAM address high
stz $211A ; Initial Mode 7 setting register
stz $211B ; Mode 7 matrix parameter A register (low)
lda #$01
sta $211B ; Mode 7 matrix parameter A register (high)
stz $211C ; Mode 7 matrix parameter B register (low)
stz $211C ; Mode 7 matrix parameter B register (high)
stz $211D ; Mode 7 matrix parameter C register (low)
stz $211D ; Mode 7 matrix parameter C register (high)
stz $211E ; Mode 7 matrix parameter D register (low)
sta $211E ; Mode 7 matrix parameter D register (high)
stz $211F ; Mode 7 center position X register (low)
stz $211F ; Mode 7 center position X register (high)
stz $2120 ; Mode 7 center position Y register (low)
stz $2120 ; Mode 7 center position Y register (high)
stz $2121 ; Color number register ($0-ff)
stz $2123 ; BG1 & BG2 Window mask setting register
stz $2124 ; BG3 & BG4 Window mask setting register
stz $2125 ; OBJ & Color Window mask setting register
stz $2126 ; Window 1 left position register
stz $2127 ; Window 2 left position register
stz $2128 ; Window 3 left position register
stz $2129 ; Window 4 left position register
stz $212A ; BG1, BG2, BG3, BG4 Window Logic register
stz $212B ; OBJ, Color Window Logic Register (or,and,xor,xnor)
sta $212C ; Main Screen designation (planes, sprites enable)
stz $212D ; Sub Screen designation
stz $212E ; Window mask for Main Screen
stz $212F ; Window mask for Sub Screen
lda #$30
sta $2130 ; Color addition & screen addition init setting
stz $2131 ; Add/Sub sub designation for screen, sprite, color
lda #$E0
sta $2132 ; color data for addition/subtraction
stz $2133 ; Screen setting (interlace x,y/enable SFX data)
stz $4200 ; Enable V-blank, interrupt, Joypad register
lda #$FF
sta $4201 ; Programmable I/O port
stz $4202 ; Multiplicand A
stz $4203 ; Multiplier B
stz $4204 ; Multiplier C
stz $4205 ; Multiplicand C
stz $4206 ; Divisor B
stz $4207 ; Horizontal Count Timer
stz $4208 ; Horizontal Count Timer MSB (most significant bit)
stz $4209 ; Vertical Count Timer
stz $420A ; Vertical Count Timer MSB
stz $420B ; General DMA enable (bits 0-7)
stz $420C ; Horizontal DMA (HDMA) enable (bits 0-7)
stz $420D ; Access cycle designation (slow/fast rom)
cli ; Enable interrupts
rts
.ends

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.include "header.inc"
.include "snes_init.asm"
.include "my_custom.asm"
.BANK 0 SLOT 0
.org 0
.section "Vblank"
VBlank:
rti
.ENDS
.BANK 0 SLOT 0
.ORG 0
.section "Main"
Start:
Snes_Init
; 16-bit xy, 8-bit a
rep #%00010000
sep #%00100000
; Load palette by writing to $2122
; .db $00, $00, $E0, $7F, $1F, $00, $FF, $03
Load_Palette_Color $00, $00
Load_Palette_Color $e0, $7f
Load_Palette_Color $1f, $00
Load_Palette_Color $ef, $0a
lda #33
sta $2121 ; address for CG RAM write
lda.l Palette2
sta $2122
lda.l Palette2 + 1
sta $2122
ldx #UntitledData
lda #:UntitledData
ldy #(15*16*2)
;$43X0 is DMA register X, X from 0 to 7
stx $4302 ;A address low byte
sta $4304 ;A address bank
sty $4305 ;number of bytes to transfer
lda #%00000001 ;set mode transfer words
sta $4300
lda #$18 ; $211[89]: VRAM data write
sta $4301 ; set destination
ldy #$0000
sty $2116
lda #%00000001
sta $420b ;start DMA
; write to BG1
lda #%10000000 ; VRAM writing mode
sta $2115
ldx #$5000
stx $2116 ; write to VRAM
;ugly code starts here - it writes the # shape I mentioned before.
.rept 2
;X|X|X
.rept 2
ldx #$0000 ; tile 0 ( )
stx $2118
ldx #$0002 ; tile 2 (|)
stx $2118
.endr
ldx #$0000
stx $2118
;first line finished, add BG's
.rept 27
stx $2118 ; X=0
.endr
;beginning of 2nd line
;-+-+-
.rept 2
ldx #$0004 ; tile 4 (-)
stx $2118
ldx #$0006 ; tile 6 (+)
stx $2118
.endr
ldx #$0004 ; tile 4 (-)
stx $2118
ldx #$0000
.rept 27
stx $2118
.endr
.endr
.rept 2
ldx #$0000 ; tile 0 ( )
stx $2118
ldx #$0002 ; tile 2 (|)
stx $2118
.endr
; BG2 starts at $6000
ldx #$6000
stx $2116
ldx #$000c ;and contains one tile
stx $2118 ;data for VRAM write register
; set up the screen
lda #%00110000 ; 16x16 tiles, mode 0
sta $2105 ; $2105 is the mode for bg mode + tile size
lda #$50 ; data starts from $4000
sta $2107 ; for bg1 ; $2107 is address of tile map location for BG1
; tile map location registers:
; %aaaaaass
; a's <- tile map address location, << 11
; ss <- 32x32, 32x64, 32x64, 64x64
lda #60 ; and $6000
sta $2108 ; for bg2 ; and $2108 is tile map location for BG2
stz $210b ; BG1 and BG2 use the $0000 tiles
lda #%00000011 ; enable bg1 and 2
sta $212C
;The PPU doesn't process the top line, so we scroll down 1 line.
rep #$20 ; 16bit a
lda #$07FF ; this is -1 for BG1
sep #$20 ; 8bit a
sta $210E ; BG1 vert scroll
xba
sta $210E
rep #$20 ; 16bit a
lda #$FFFF ; this is -1 for BG2
sep #$20 ; 8bit a
sta $2110 ; BG2 vert scroll
xba
sta $2110
lda #%00001111 ; enable screen, set brightness to 15
sta $2100
lda #%10000001 ; enable NMI and joypads
sta $4200
mainloop:
Spin_Loop $02
Reset_Palette_Offset
Load_Palette_Color $00, $00
Load_Palette_Color $e0, $7f
Load_Palette_Color $1f, $00
Load_Palette_Color $ff, $0a
lda #$00
sta $2122
lda #$00
sta $2122
lda #$e0
sta $2122
lda #$7f
sta $2122
lda #$1f
sta $2122
lda #$00
sta $2122
lda #$ff
sta $2122
lda #$0a
sta $2122
;change brightness
;lda #%00000011
;sta $2100
;lda #%00110000
;sta $2105
Spin_Loop $02
Reset_Palette_Offset
Load_Palette_Color $09, $00
Load_Palette_Color $e0, $7f
Load_Palette_Color $1f, $00
Load_Palette_Color $ff, $7f
;lda #$0f
;sta $2100
;lda #%00000000
;sta $2105
jmp mainloop
.ENDS
.BANK 1 SLOT 0
.org 0
.section "TileData"
UntitledData:
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03
.db $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $FF, $FF, $FF, $FF
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $FF, $FF, $FF, $FF
.db $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $FF, $FF, $FF, $FF
.db $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $FF, $FF, $FF, $FF
.db $00, $C0, $00, $E0, $00, $70, $00, $38, $00, $1C, $00, $0E, $00, $07, $00, $03
.db $00, $03, $00, $07, $00, $0E, $00, $1C, $00, $38, $00, $70, $00, $E0, $00, $C0
.db $00, $07, $00, $0F, $00, $18, $00, $30, $00, $60, $00, $C0, $00, $C0, $00, $C0
.db $00, $E0, $00, $F0, $00, $18, $00, $0C, $00, $06, $00, $03, $00, $03, $00, $03
.db $FC, $00, $F8, $00, $F0, $00, $E0, $00, $C0, $00, $80, $00, $00, $00, $00, $00
.db $3F, $00, $1F, $00, $0F, $00, $07, $00, $03, $00, $01, $00, $00, $00, $00, $00
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03
.db $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
.db $FF, $FF, $FF, $FF, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $FF, $FF, $FF, $FF, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
.db $FF, $FF, $FF, $FF, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03, $03
.db $FF, $FF, $FF, $FF, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0, $C0
.db $00, $03, $00, $07, $00, $0E, $00, $1C, $00, $38, $00, $70, $00, $E0, $00, $C0
.db $00, $C0, $00, $E0, $00, $70, $00, $38, $00, $1C, $00, $0E, $00, $07, $00, $03
.db $00, $C0, $00, $C0, $00, $C0, $00, $60, $00, $30, $00, $18, $00, $0F, $00, $07
.db $00, $03, $00, $03, $00, $03, $00, $06, $00, $0C, $00, $18, $00, $F0, $00, $E0
.db $00, $00, $00, $00, $80, $00, $C0, $00, $E0, $00, $F0, $00, $F8, $00, $FC, $00
.db $00, $00, $00, $00, $01, $00, $03, $00, $07, $00, $0F, $00, $1F, $00, $3F, $00
UntitledPalette:
;color schema here is %0RRRRRBB BBBGGGGG
; final 2 bytes seem to be grid
;.db %00000000, %00000000, %11100000, %01111111, %00011111, %00000000, %00000011 %11111111
.db $00, $00, $E0, $7F, $1F, $00, $FF, $03
Palette2:
.db $E0, $7F
; 30 tiles (2 spaces)
; 480 bytes
.ENDS

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[objects]
tic_tac.obj