egg
by ixitxachitl
Game:
Description:
Init: ; LDA #$15 ;\ BG1, BG3, OBJ on main screen (TM) STA $212C ; | LDA #$15 ; | BG1, BG3, OBJ on main screen should use windowing. (TMW) STA $212E ;/ LDA #$02 ;\ BG2 on sub screen (TS) STA $212D ; | LDA #$02 ; | BG2 on sub screen should use windowing. (TSW) STA $212F ;/ LDA #$20 ; Backdrop for color math STA $40 ; mirror of $2131 LDA #$12 ;\ Clip to black: Never, Prevent colot math: Outside STA $44 ;/ Add subscreen instead of fixed color: True LDA #$11 ;\ values for enabling/inverting BG1/BG2 on window 1/2 STA $41 ; | mirror of $2123 STA $42 ; | mirror of $2124 LDA #$B1 ; | values for enabling/inverting OBJ/Color on window 1/2 STA $43 ; | mirror of $2125 ; | Window 1 enabled on Color ; | Window 2 enabled on Color ; | Window 1 inverted on BG1, BG2, BG3, BG4, OBJ, Color ;/ Window 2 inverted on 0 REP #$20 ;\ Get into 16 bit mode LDA #$2604 ; | Register $2126 using mode 4 STA $4330 ; | 4330 = transfer mode, 4331 = register LDA #.windowTable ; | High byte and low byte of table addresse. STA $4332 ; | 4332 = low byte, 4333 = high byte SEP #$20 ; | Back to 8 bit mode LDA.b #.windowTable>>16 ; | Bank byte of table addresse. STA $4334 ;/ = bank byte LDA #$08 ;\ TSB $0D9F ;/ enable HDMA channel 3 RTL ; Return .windowTable: ; db $55 : db $FF, $00, $FF, $00 ; db $04 : db $75, $7D, $FF, $00 ; db $04 : db $71, $75, $FF, $00 ; db $04 : db $6D, $75, $FF, $00 ; db $04 : db $6D, $79, $FF, $00 ; db $04 : db $69, $79, $FF, $00 ; db $04 : db $69, $89, $79, $7D ; db $04 : db $65, $8D, $71, $79 ; db $04 : db $65, $8D, $69, $79 ; db $04 : db $65, $89, $69, $7D ; db $04 : db $69, $75, $FF, $00 ; db $04 : db $69, $79, $FF, $00 ; db $04 : db $6D, $7D, $FF, $00 ; db $04 : db $71, $7D, $FF, $00 ; db $57 : db $FF, $00, $FF, $00 ; db $00 ;back to listings