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Combat demo: DrawScrollInNMI

[NES version, Bank 6]

Name: DrawScrollInNMI [Show more] Type: Subroutine Category: Combat demo Summary: Configure the NMI handler to draw the scroll text screen
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * ShowScrollText calls DrawScrollInNMI
.DrawScrollInNMI JSR WaitForPPUToFinish ; Wait until both bitplanes of the screen have been ; sent to the PPU, so the screen is fully updated and ; there is no more data waiting to be sent to the PPU LDA #254 ; Tell the NMI handler to send data up to pattern 254, STA firstFreePattern ; so all the patterns get updated LDA #%11001000 ; Set both bitplane flags as follows: STA bitplaneFlags ; STA bitplaneFlags+1 ; * Bit 2 clear = send tiles up to configured numbers ; * Bit 3 set = clear buffers after sending data ; * Bit 4 clear = we've not started sending data yet ; * Bit 5 clear = we have not yet sent all the data ; * Bit 6 set = send both pattern and nametable data ; * Bit 7 set = send data to the PPU ; ; Bits 0 and 1 are ignored and are always clear ; ; The NMI handler will now start sending data to the PPU ; according to the above configuration, splitting the ; process across multiple VBlanks if necessary RTS ; Return from the subroutine