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pong.asm
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1377 lines (1266 loc) · 27.3 KB
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;Completely 100% original NES game
;Not infringing on anything already existing
; Written by Donagh Hatton 04/02/2012
; donaghhatton (at) gmail.com
; Do whatever you want with this and
; please let me know if you found it useful!
.inesprg 1 ; 1x 16KB PRG code
.ineschr 1 ; 1x 8KB CHR data
.inesmap 0 ; mapper 0 = NROM, no bank swapping
.inesmir 1 ; background mirroring
;;;;;;;;;;;;;;;
.rsset $0000
controller1 .rs 1
controller2 .rs 1
score1 .rs 1
score2 .rs 1
paddle1 .rs 1
paddle2 .rs 1
ballDirX .rs 1
ballDirY .rs 1
ballXspeed .rs 1
ballYspeed .rs 1
ballSpeed .rs 1
gameState .rs 1
numBounces .rs 1
ballState .rs 1 ;0 = moving, 1/2 = waiting for player
random .rs 1
resetFlag .rs 1
canCollide .rs 1
numPlayers .rs 1
aiWaitFrame .rs 1
menuWait .rs 1
WALL_LEFT = $08
WALL_RIGHT = $F8 ;see if this works out
WALL_TOP = $17
WALL_BOTTOM = $D8
BALL_X = $0203
BALL_Y = $0200
PADDLE1_X = $08
PADDLE2_X = $F0
PADDLE_HEIGHT = $20
BALL_DIST = $08
WINNING_SCORE = $0A
.bank 0
.org $C000
RESET:
SEI ; disable IRQs
CLD ; disable decimal mode
LDX #$0F
STX $4015 ; enable all channels
LDX #$FF
TXS ; Set up stack
INX ; now X = 0
;STX $4010 ; disable DMC IRQs
LDA #%0001000
STA $2000
JSR vblankwait
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 ;move all sprites off screen
INX
BNE clrmem
JSR vblankwait
LoadSprites:
LDX #$00
LoadSpritesLoop:
LDA sprites, X
STA $0200, X
INX
CPX #$24
BNE LoadSpritesLoop
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
LoadPalettesLoop:
LDA palette, X ;load palette byte
STA $2007 ;write to PPU
INX ;set index to next byte
CPX #$20
BNE LoadPalettesLoop ;if x = $20, 32 bytes copied, all done
LDA #$00 ;start game at main menu, at player1
STA gameState
STA numPlayers
STA menuWait
JSR LoadStateMainMenu
Forever: ;cycle through numbers so we can use one as a "random" byte
INC random
JMP Forever ;infinite loop except when NMI
NMI:
LDA #$00 ; DMA all the sprite data in from 0200
STA $2003 ; set the low byte (00) of the RAM address
LDA #$02
STA $4014 ; start DMA
LDA gameState
CMP #$01
BNE NotGameState1
JSR ReadController
JSR HandleInput
JSR PaddleCollisionDetection
JSR SetPaddlePositions
JSR MoveBall
JSR BallCollisionDetection
JMP MainLoopDone
NotGameState1:
CMP #$00
BNE NotGameState0
JSR ReadController
JSR HandleInputMenu
JMP MainLoopDone
NotGameState0:
JSR ReadController
JSR HandleInputEnd
MainLoopDone:
RTI
MoveBall:
;check ball state
LDA ballState
BEQ MoveBallInX ;if zero
;else adjust ball based on paddle 1/2
SEC
SBC #$01
BNE MoveBallWithPaddle2
;else move ball with paddle1
LDA #PADDLE1_X
CLC
ADC #BALL_DIST
STA BALL_X
LDA paddle1
CLC
ADC #$0C
STA BALL_Y
JMP MoveBallFinished
MoveBallWithPaddle2:
LDA #PADDLE2_X
SEC
SBC #BALL_DIST
;SEC
;SBC #$08
STA BALL_X
LDA paddle2
CLC
ADC #$0C
STA BALL_Y
JMP MoveBallFinished
MoveBallInX:
LDA ballDirX
BEQ MoveBallRight
;else move left
LDA BALL_X
SEC
SBC ballXspeed
STA BALL_X
JMP MoveBallInY
MoveBallRight:
LDA BALL_X
CLC
ADC ballXspeed
STA BALL_X
MoveBallInY:
LDA ballDirY
BEQ MoveBallDown
LDA BALL_Y
SEC
SBC ballYspeed
STA BALL_Y
JMP MoveBallFinished
MoveBallDown:
LDA BALL_Y
CLC
ADC ballYspeed
STA BALL_Y
MoveBallFinished:
RTS
;(SUB)
BallCollisionDetection:
;check for top wall collision
LDA BALL_Y
CMP #WALL_TOP
BCS BallNotTooHigh
JSR PlayBeep1
LDA #WALL_TOP
STA BALL_Y
LDA ballDirY
EOR #$01
STA ballDirY
BallNotTooHigh:
;check for bottom wall collision
LDA BALL_Y
CLC
ADC #$08
CMP #WALL_BOTTOM
BCC BallNotTooLow
JSR PlayBeep1
LDA #WALL_BOTTOM
SEC
SBC #$08
STA BALL_Y
LDA ballDirY
EOR #$01
STA ballDirY
BallNotTooLow:
;check for left wall collision
LDA BALL_X
CLC
ADC #$08
CMP #WALL_LEFT
BCS BallNotTooLeft
JSR GoalScore
JSR PlayBeep2
RTS
BallNotTooLeft:
;check for right wall collision
LDA BALL_X
CMP #WALL_RIGHT
BCC BallNotTooRight
JSR GoalScore
JSR PlayBeep2
RTS
BallNotTooRight:
;check that ball can collide with left paddle
LDA canCollide
BEQ CheckLeftPaddle
SEC
SBC #$01
BEQ DontJump1
JMP CheckRightPaddle
DontJump1:
;check for left paddle collision
CheckLeftPaddle:
LDA #PADDLE1_X
CLC
ADC #$08
CMP BALL_X
BCS DontJump2
JMP CheckRightPaddle
DontJump2:
LDA BALL_Y
CLC
ADC #$08
CMP paddle1
BCS DontJump3
JMP CheckRightPaddle
DontJump3:
LDA paddle1
CLC
ADC #PADDLE_HEIGHT
CMP BALL_Y
BCS DontJump4
JMP CheckRightPaddle
DontJump4:
;ball has hit left paddle, sort it out
;reverse x direction, always do this
JSR PlayBeep3
INC numBounces
LDA ballDirX
EOR #$01
STA ballDirX
;set left paddle immune to collision
LDA #$02
STA canCollide
;check if ball has hit top section
LDA paddle1
CLC
ADC #$0C
CMP BALL_Y
BCC BallNotHitTopSectionOfLeft
;ball has hit top section, check if hit very top
;get y and x intersection, compare them
LDA BALL_Y
CLC
ADC #$08
SEC
SBC paddle1
STA $FF
LDA #PADDLE1_X
CLC
ADC #$08
SEC
SBC BALL_X
CMP $FF
BCC BallNotHitTopOfLeft
;ball has hit very top of left
LDA #$01
STA ballDirY
LDA ballSpeed
CLC
ADC ballSpeed
STA ballYspeed
JMP BallCollisionDone
BallNotHitTopOfLeft:
LDA #$01
STA ballDirY
LDA ballSpeed
STA ballYspeed
JMP BallCollisionDone
BallNotHitTopSectionOfLeft:
LDA paddle1
CLC
ADC #PADDLE_HEIGHT
SEC
SBC #$18
CMP BALL_Y
BCS BallNotHitBottomSectionOfLeft
;ball hit bottom section of left
LDA paddle1
CLC
ADC #PADDLE_HEIGHT
SEC
SBC BALL_Y
STA $FF
LDA #PADDLE1_X
CLC
ADC #$08
SEC
SBC BALL_X
CMP $FF
BCC BallNotHitBottomOfLeft
;ball has hit very bottom of left
LDA #$00
STA ballDirY
LDA ballSpeed
CLC
ADC ballSpeed
STA ballYspeed
JMP BallCollisionDone
BallNotHitBottomOfLeft:
LDA #$00
STA ballDirY
LDA ballSpeed
STA ballYspeed
JMP BallCollisionDone
BallNotHitBottomSectionOfLeft:
;ball has hit center
LDA #$00
STA ballYspeed
JMP BallCollisionDone
CheckRightPaddle:
;check if right paddle can be collided with
LDA canCollide
SEC
SBC #$02
BEQ DontJump5
JMP BallCollisionDone
DontJump5:
;check for right paddle collision
LDA #PADDLE2_X
SEC
SBC #$08
CMP BALL_X
BCC DontJump6
JMP BallNotHitRightPaddle
DontJump6:
LDA BALL_Y
CLC
ADC #$08
CMP paddle2
BCS DontJump7
JMP BallNotHitRightPaddle
DontJump7:
LDA paddle2
CLC
ADC #PADDLE_HEIGHT
CMP BALL_Y
BCS DontJump8
JMP BallNotHitRightPaddle
DontJump8:
;ball has hit right paddle, sort it out
;reverse x direction, always do this
JSR PlayBeep3
INC numBounces
LDA ballDirX
EOR #$01
STA ballDirX
;set right paddle immune to collision
LDA #$01
STA canCollide
;check if ball has hit top section
LDA paddle2
CLC
ADC #$0C
CMP BALL_Y
BCC BallNotHitTopSectionOfRight
;ball has hit top section, check if hit very top
;get y and x intersection, compare them
LDA BALL_Y
CLC
ADC #$08
SEC
SBC paddle2
STA $FF
LDA BALL_X
CLC
ADC #$08
SBC #PADDLE2_X
CMP $FF
BCC BallNotHitTopOfRight
;ball has hit very top of right
LDA #$01
STA ballDirY
LDA ballSpeed
CLC
ADC ballSpeed
STA ballYspeed
JMP BallCollisionDone
BallNotHitTopOfRight:
LDA #$01
STA ballDirY
LDA ballSpeed
STA ballYspeed
JMP BallCollisionDone
BallNotHitTopSectionOfRight:
LDA paddle2
CLC
ADC #PADDLE_HEIGHT
SEC
SBC #$18
CMP BALL_Y
BCS BallNotHitBottomSectionOfRight
;ball hit bottom section of left
LDA paddle2
CLC
ADC #PADDLE_HEIGHT
SEC
SBC BALL_Y
STA $FF
LDA BALL_X
CLC
ADC #$08
SEC
SBC #PADDLE2_X
CMP $FF
BCC BallNotHitBottomOfRight
;ball has hit very bottom of right
LDA #$00
STA ballDirY
LDA ballSpeed
CLC
ADC ballSpeed
STA ballYspeed
JMP BallCollisionDone
BallNotHitBottomOfRight:
LDA #$00
STA ballDirY
LDA ballSpeed
STA ballYspeed
JMP BallCollisionDone
BallNotHitBottomSectionOfRight:
;ball has hit center
LDA #$00
STA ballYspeed
JMP BallCollisionDone
BallNotHitRightPaddle:
BallCollisionDone:
LDA numBounces
CMP #$04
BNE NotSpeed2
LDA #$02
STA ballSpeed
STA ballXspeed
NotSpeed2:
CMP #$0A
BNE NotSpeed3
LDA #$03
STA ballSpeed
STA ballXspeed
NotSpeed3:
RTS
;(SUB)
ReadController:
LDA #$01 ;latch controllers so we can read from them
STA $FF ;store $01 in 00FF so we can AND with it
STA $4016
LDA #$00
STA $4016
;start reading bytes from controllers
;we only care about the last bit in each case
LDA $4016 ;p1 - A
AND $FF
ASL A
STA controller1
LDX #$00
ReadController1Loop:
LDA $4016 ;p1 - B, Sel, Sta, U, D, L
AND $FF
ORA controller1
ASL A
STA controller1
INX
CPX #$06
BNE ReadController1Loop
LDA $4016 ;p1 - R
AND $FF
ORA controller1
STA controller1
;read second controller
LDA $4017 ;p2 - A
AND $FF
ASL A
STA controller2
LDX #$00
ReadController2Loop:
LDA $4017 ;p2 - B, Sel, Sta, U, D, L
AND $FF
ORA controller2
ASL A
STA controller2
INX
CPX #$06
BNE ReadController2Loop
LDA $4017 ;p2 - Right
AND $FF
ORA controller2
STA controller2
RTS
;(SUB)
HandleInput:
; bits in controller are a,b,sel,sta,u,d,l,r
LDA controller1
AND #%00001000 ; check if up pressed
BEQ P1CheckDownPressed
LDA paddle1
SEC
SBC #$02
STA paddle1
P1CheckDownPressed:
LDA controller1
AND #%00000100 ; check if down pressed
BEQ P1CheckAPressed
LDA paddle1
CLC
ADC #$02
STA paddle1
P1CheckAPressed:
LDA controller1
AND #%10000000 ; check if down pressed
BEQ Control1CheckDone
;check if we have the ball
LDA ballState
SEC
SBC #$01
BNE Control1CheckDone
;if we do, set it in motion
LDA #$00
STA ballState
STA ballDirX
LDA #$01
STA ballXspeed
LDA random
AND #%00000001
STA ballDirY
;make paddle1 immune to collision
LDA #$02
STA canCollide
Control1CheckDone:
LDA numPlayers
BNE Player2CheckControls
JSR ControlAI
JMP Control2CheckDone
Player2CheckControls:
LDA controller2
AND #%00001000 ; check if up pressed
BEQ P2CheckDownPressed
LDA paddle2
SEC
SBC #$02
STA paddle2
P2CheckDownPressed:
LDA controller2
AND #%00000100 ; check if down pressed
BEQ P2CheckAPressed
LDA paddle2
CLC
ADC #$02
STA paddle2
P2CheckAPressed:
LDA controller2
AND #%10000000 ; check if down pressed
BEQ Control2CheckDone
;check if we have the ball
LDA ballState
SEC
SBC #$02
BNE Control2CheckDone
;if we do, set it in motion
LDA #$00
STA ballState
LDA #$01
STA ballDirX
STA ballXspeed
LDA random
AND #%00000001
STA ballDirY
;make paddle2 immune to collision
LDA #$01
STA canCollide
Control2CheckDone:
RTS
;(SUB)
ControlAI:
LDA ballSpeed
CMP #$01
BNE SpeedOk
CLC
ADC #$01
SpeedOk:
STA $FD
LDA ballState
SEC
SBC #$02
BNE AIownershipCheckDone
;if we do, set it in motion
DEC aiWaitFrame
BNE AImoveDone
LDA #$60
STA aiWaitFrame
LDA #$00
STA ballState
LDA #$01
STA ballDirX
STA ballXspeed
LDA random
AND #%00000001
STA ballDirY
;make paddle2 immune to collision
LDA #$01
STA canCollide
JMP AImoveDone
AIownershipCheckDone:
LDA BALL_Y
CLC
ADC #$04
STA $FE
LDA paddle2
CLC
ADC #$10
CMP $FE
BCS AImoveUp
;move down, check if size is large enough first
STA $FF
LDA $FE
SEC
SBC $FF
CMP #$03
BCC AImoveDone
LDA paddle2
CLC
ADC $FD
STA paddle2
JMP AImoveDone
AImoveUp:
;move up, check if size is large enough first
SEC
SBC $FE
CMP #$03
BCC AImoveDone
LDA paddle2
SEC
SBC $FD
STA paddle2
AImoveDone:
RTS
;(SUB)
PaddleCollisionDetection:
;paddle 1 too high
LDA #WALL_TOP
SEC
SBC paddle1
BCC Paddle1NotTooHigh
LDA #WALL_TOP
STA paddle1
Paddle1NotTooHigh:
;paddle1 too low
LDA paddle1
CLC
ADC #PADDLE_HEIGHT
SEC
SBC #WALL_BOTTOM
BCC Paddle1NotTooLow
LDA #WALL_BOTTOM
SEC
SBC #PADDLE_HEIGHT
STA paddle1
Paddle1NotTooLow:
;paddle 2 too high
LDA #WALL_TOP
SEC
SBC paddle2
BCC Paddle2NotTooHigh
LDA #WALL_TOP
STA paddle2
Paddle2NotTooHigh:
;paddle1 too low
LDA paddle2
CLC
ADC #PADDLE_HEIGHT
SEC
SBC #WALL_BOTTOM
BCC Paddle2NotTooLow
LDA #WALL_BOTTOM
SEC
SBC #PADDLE_HEIGHT
STA paddle2
Paddle2NotTooLow:
RTS
;(SUB)
SetPaddlePositions:
LDA paddle1
LDX #$04
LDY #$00
Paddle1PositionLoop:
STA BALL_Y, X
CLC
ADC #$08
INX
INX
INX
INX
INY
CPY #$04
BNE Paddle1PositionLoop
LDA paddle2
LDY #$00
Paddle2PositionLoop:
STA BALL_Y, X
CLC
ADC #$08
INX
INX
INX
INX
INY
CPY #$04
BNE Paddle2PositionLoop
RTS
;(SUB)
UpdateScores:
LDA #$20
STA $2006
LDA #$21
STA $2006
LDA score1
STA $2007
LDA #$20
STA $2006
LDA #$3E
STA $2006
LDA score2
STA $2007
LDA #$00
STA $2005
STA $2005
LDA score1
CMP #WINNING_SCORE
BNE Player1ScoreChecked
JSR LoadStateWinScreen
Player1ScoreChecked:
LDA score2
CMP #WINNING_SCORE
BNE ScoresUpdated
JSR LoadStateWinScreen
ScoresUpdated:
RTS
;initialise game variables
;(SUB)
InitialSetup:
LDA #$00
STA score1
STA score2
STA ballXspeed
STA ballYspeed
STA ballDirX
STA ballDirY
STA canCollide
LDA #$01 ;01 is ingame, 00 is titlescreen, 02 is winscreen
STA ballSpeed
STA gameState
STA ballState
LDA #$30
STA menuWait
LDA #$60
STA paddle1
STA paddle2
STA aiWaitFrame
RTS
HandleInputEnd:
LDA controller1
BEQ NoInputs
LDA #$00
STA gameState
STA numPlayers
JSR LoadStateMainMenu
NoInputs:
RTS
HandleInputMenu:
LDA menuWait
BEQ MenuDoneWaiting
DEC menuWait
RTS
MenuDoneWaiting:
LDA controller1
AND #%00010000
BEQ MenuInputDown
JSR PlayBeep2
JSR LoadStateInGame
MenuInputDown:
LDA controller1
AND #%00000100
BEQ MenuInputUp
LDA numPlayers
CMP #$01
BEQ MenuInputDone
;switch to 2 players
JSR PlayBeep1
LDA #$01
STA numPlayers
LDA #$22 ;change bg graphics
STA $2006
LDA #$4A
STA $2006
LDA #$24
STA $2007
LDA #$22
STA $2006
LDA #$8A
STA $2006
LDA #$D7
STA $2007
LDA #$00
STA $2005
STA $2005
MenuInputUp:
LDA controller1
AND #%00001000
BEQ MenuInputDone
LDA numPlayers
BEQ MenuInputDone
;switch to 1 player
JSR PlayBeep1
LDA #$00
STA numPlayers
LDA #$22 ;change bg graphics
STA $2006
LDA #$4A
STA $2006
LDA #$D7
STA $2007
LDA #$22
STA $2006
LDA #$8A
STA $2006
LDA #$24
STA $2007
LDA #$00
STA $2005
STA $2005
MenuInputDone:
RTS
GoalScore:
LDA canCollide
SEC
SBC #$01
BEQ GoalPlayer2
INC score1
LDA #$02
STA ballState
JMP PlayerScoreAdjusted
GoalPlayer2:
INC score2
LDA #$01
STA ballState
PlayerScoreAdjusted:
JSR UpdateScores
LDA #$01
STA ballSpeed
STA ballXspeed
STA ballYspeed
LDA #$00
STA numBounces
RTS
;(SUB)
PlayBeep1:
LDA #%10011010
STA $4000
LDA #$E0
STA $4002
LDA #%10000000
STA $4003
RTS
;(SUB)
PlayBeep2:
LDA #%10011010
STA $4000
LDA #$44
STA $4002
LDA #%10000000
STA $4003
RTS
;(SUB)
PlayBeep3:
LDA ballState
BNE Sound3Done ;total hack, I don't really care
LDA #%10011010
STA $4000
LDA #$E0
STA $4002
LDA #%10000000
STA $4003
Sound3Done:
RTS
;(SUB)
vblankwait: ; First wait for vblank to make sure PPU is ready
BIT $2002
BPL vblankwait
RTS
;(SUB)
LoadStateMainMenu:
LDA #$00
LDA #$00
STA $2000
STA $2001
LDA $2002
LDA #$20
STA $2006
LDA #$00
STA $2006
LDX #$00
;background is 960 bytes, 32 * 30 tiles
;title goes on row 10
LDX #$00 ;first 8 rows
LoadBackgroundMenuLoop1:
LDA #$24
STA $2007
INX
CPX #$00
BNE LoadBackgroundMenuLoop1
;9th row
LoadBackgroundMenuLoop2:
LDA #$24
STA $2007