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index.asm
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index.asm
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;============================================================
; Spritro Tutorial
; Code by actraiser/Dustlayer
; Tutorial at http://goo.gl/ZDRDF
;
; (c) 2013 http://dustlayer.com
;
;============================================================
; This is the index file which loads all code and resources
;============================================================
;------------------------------------------------------------
; START
;------------------------------------------------------------
;============================================================
; specify output file so all we need to do to build is
; to either run 'dust compile' or 'acme index.asm'
;============================================================
!cpu 6502
!to "build/dustlayer-spritro.prg",cbm ; output file
;============================================================
; resourcefiles like character sets, music or sprite shapes
; are usually explicitly loaded to a specific location in
; memory. The addresses and loading is handled here
;============================================================
!source "code/config_resources.asm"
;============================================================
; a BASIC loader will help us RUN the intro when loaded
; into the C64 as opposed to manually type SYS49152
;============================================================
* = $0801 ; BASIC start address (#2049)
!byte $0d,$08,$dc,$07,$9e,$20,$34,$39 ; BASIC loader to start at $c000...
!byte $31,$35,$32,$00,$00,$00 ; puts BASIC line 2012 SYS 49152
;============================================================
; we assemble all our actual 6502 code starting at $c000
;============================================================
* = $c000 ; start_address were all the assembled
; code will be consecutively written to
;============================================================
; config files to define and initialize symbols/sprite data
;============================================================
!source "code/config_symbols.asm"
!source "code/config_sprites.asm"
;============================================================
; main routine with our custom interrupt
;============================================================
!source "code/main.asm"
;============================================================
; one-time called subroutines
;============================================================
!source "code/sub_clear_screen.asm"
!source "code/sub_write_text.asm"
;============================================================
; subroutines called repeatly during custom
;============================================================
!source "code/sub_update_ship.asm"
!source "code/sub_check_keyboard.asm"
!source "code/sub_color_cycle.asm"
;============================================================
; any data like strings of text or tables of information
;============================================================
!source "code/data_text.asm"
;------------------------------------------------------------
; THE END
;------------------------------------------------------------