2022-02-03 20:11:55 +00:00
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;**********
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; Main
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;**********
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MAIN:
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.if FAMISTUDIO=1
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2022-04-01 12:09:46 +00:00
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.if MMC5=1
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LDX #<music_data_arpeggio_mmc5 ; music data (lo)
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LDY #>music_data_arpeggio_mmc5 ; music data (hi)
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.else
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2022-02-03 20:11:55 +00:00
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LDX #<music_data_arpeggio ; music data (lo)
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LDY #>music_data_arpeggio ; music data (hi)
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2022-04-01 12:09:46 +00:00
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.endif
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2022-02-03 20:11:55 +00:00
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LDA #$01 ; NTSC
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JSR famistudio_init
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LDA #$00 ; Song 0
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JSR famistudio_music_play
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.endif
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@wait_vblank:
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LDA nmi_flags
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AND #NMI_DONE
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BEQ @wait_vblank
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.if FAMISTUDIO=1
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; update sound engine
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JSR famistudio_update
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.endif
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LDA #(PPU_MASK_BKG8+PPU_MASK_BKG+PPU_MASK_SPR8+PPU_MASK_SPR)
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STA PPU_MASK
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LDA #(NMI_ATR+NMI_PLT+NMI_SCRL+NMI_BKG+NMI_SPR)
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STA nmi_flags
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LDA #$23
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STA atr_nametable
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LDX #$00
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LDA #$00
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@loop_atr:
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STA attributes, X
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INX
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CPX #$40
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BNE @loop_atr
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LDX #$00
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@loop_plt:
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TXA
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STA palettes, X
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INX
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CPX #25
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BNE @loop_plt
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LDA #$40
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STA OAM+0
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LDA #$01
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STA OAM+1
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LDA #$00
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STA OAM+2
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LDA game_state
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STA OAM+3
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LDA #($05 + %00000000)
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STA background+0
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LDA #$20
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STA background+1
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LDA game_state
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STA background+2
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LDA #$04
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STA background+3
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LDA #$00
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STA background+4
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LDA #$01
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STA background+5
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LDA #$02
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STA background+6
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LDA #$03
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STA background+7
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LDA #$00
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STA background+8
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LDX game_state
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INX
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STX game_state
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JMP @wait_vblank
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