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1 (ns com.aurellem.assembly
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2 (:use (com.aurellem gb-driver vbm title items))
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3 (:import [com.aurellem.gb_driver SaveState]))
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4
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5 (defn mid-game []
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6 (read-state "mid-game"))
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7
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8 (defn inject-assembly
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9 ([^SaveState state
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10 program-counter registers
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11 assembly-code]
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12 (let [scratch-memory (memory state)]
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13 ;; inject assembly code
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14 (dorun (map (fn [index val]
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15 (aset scratch-memory index val))
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16 (range program-counter
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17 (+ program-counter (count assembly-code)))
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18 assembly-code))
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19 (-> state
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20 (write-memory! scratch-memory)
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21 (write-registers! registers)
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22 (PC! program-counter)))))
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23
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24 (defn inject-item-assembly
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25 ([^SaveState state assembly-code]
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26 (inject-assembly state (inc item-list-start)
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27 (registers state)
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28 assembly-code))
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29 ([assembly-code]
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30 (inject-item-assembly @current-state assembly-code)))
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31
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32 (defn info
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33 ([^SaveState state]
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34 (println (format "PC: 0x%04X" (PC state)))
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35 (println "Instruction:"
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36 (format "0x%02X" (aget (memory state) (PC state))))
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37 state))
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38
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39 (defn print-interrupt
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40 [^SaveState state]
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41 (println (format "IE: %d" (IE state)))
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42 state)
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43
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44 (defn run-assembly
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45 ([info-fn assembly n]
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46 (let [final-state
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47 (reduce (fn [state _]
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48 (tick (info-fn state)))
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49 (inject-item-assembly
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50 (mid-game) assembly)
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51 (range n))]
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52 final-state))
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53 ([assembly n]
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54 (run-assembly info assembly n)))
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55
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56 (def buttons-port 0xFF00)
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57
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58 (defn A [state]
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59 (bit-shift-right (bit-and 0x0000FF00 (AF state)) 8))
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60
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61 (defn binary-str [num]
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62 (format "%08d"
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63 (Integer/parseInt
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64 (Integer/toBinaryString num) 10)))
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65
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66 (defn view-register [state name reg-fn]
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67 (println (format "%s: %s" name
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68 (binary-str (reg-fn state))))
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69 state)
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70
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71
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72 (defn view-memory [state mem]
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73 (println (format "mem 0x%04X = %s" mem
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74 (binary-str (aget (memory state) mem))))
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75 state)
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76
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77 (defn read-down-button []
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78 (-> (tick (mid-game))
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79 (IE! 0) ; disable interrupts
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80 (inject-item-assembly
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81 (concat
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82 ;; write 00010000 to 0xFF00 to select joypad
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83 [0x18 ;D31D ; jump over
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84 0x01 ;D31E ; the next 8 bits
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85 ;D31F
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86 (Integer/parseInt "00100000" 2) ; data section
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87
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88 0xFA ;D320 ; load (D31F) into A
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89 0x1F ;D321 -->
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90 0xD3 ;D322 --> D31F
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91
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92 0xEA ;D323 ; load (A), which is
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93 0x00 ;D324 --> ; 00010000, into FF00
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94 0xFF ;D325 --> FF00
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95
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96 0x18 ;D326 ; this is the place where
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97 0x01 ;D327 ; we will store whether
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98 0x00 ;D328 ; "down" is pressed.
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99
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100 0xFA ;D329 ; (FF00) -> A
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101 0x00 ;D32A
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102 0xFF ;D32B
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103
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104 0xCB ;D32C ; Test whether "down"
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105 0x5F ;D32D ; is pressed.
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106
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107 0x28 ;D32E ; if down is pressed,
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108 0x03 ;D32F ; skip the next section
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109 ; of code.
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110 ;; down-is-not-pressed
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111 0xC3 ;D330
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112 0x1D ;D331 ; return to beginning
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113 0xD3 ;D332
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114
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115 ;; down-is-pressed
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116 0xEA ;D334 ; write A to D328 if
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117 0x28 ;D335 ; "down" was pressed
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118 0xD3 ;D336
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119
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120 0xC3 ;D330
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121 0x1D ;D331 ; return to beginning
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122 0xD3 ;D332
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123 ]
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124
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125 []))))
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126
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127
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128 ;; specs for main bootstrap program
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129 ;; starts in "mode-select" mode
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130 ;; Each button press takes place in a single frame.
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131 ;; mode-select-mode takes one of the main buttons
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132 ;; which selects one of up to eight modes
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133 ;; mode 1 activated by the "A" button
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134 ;; the next two button presses indicates the start
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135 ;; memory location which to which the bootstrap
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136 ;; program will write.
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137 ;; This is done by using each of the eight buttons to
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138 ;; spell out an 8 bit number. The order of buttons is
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139 ;; ["A" "B" "start" "select" "up" "right" "down" "left"],
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140 ;; [:a :start :l] --> 10100001
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141
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142 ;; the next button press determines how many bytes are to be
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143 ;; written, starting at the start position.
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144
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145 ;; then, the actual bytes are entered and are written to the
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146 ;; start address in sequence.
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147
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148
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149 (defn count-frames []
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150 (-> (tick (mid-game))
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151 (IE! 0) ; disable interrupts
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152 (inject-item-assembly
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153 ;; write 00010000 to 0xFF00 to select joypad
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154 [0x18 ;D31D ; jump over
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155 0x02 ;D31E ; the next 2 bytes
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156 0x00 ;D31F ; frame-count
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157 0x00 ;D320 ; v-blank-prev
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158
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159 0xFA ;D321
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160 0x41 ;D322 ; load (FF41) into A
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161 0xFF ;D323 ; this contains mode flags
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162
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163
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164
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165 ;; if we're in v-blank, the bit-1 is 0
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166 ;; and bit-2 is 1 Otherwise, it is not v-blank.
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167 0xCB ;D324 ; test bit-1 of A
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168 0x4F ;D325
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169
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170 0xC2 ;D326 ; if bit-1 is not 0
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171 0x43 ;D327 ; GOTO not-v-blank
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172 0xD3 ;D328
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173
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174 0xCB ;D329 ; test bit-0 of A
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175 0x47 ;D32A
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176
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177 0xCA ;D32B ; if bit-0 is not 1
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178 0x43 ;D32C ; GOTO not-v-blank
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179 0xD3 ;D32D
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180
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181 ;; in v-blank mode
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182
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183 ;; if v-blank-prev was 0,
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184 ;; increment frame-count
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185
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186 0xFA ;D32E ; load v-blank-prev to A
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187 0x20 ;D32F
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188 0xD3 ;D330
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189
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190 0xCB ;D331
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191 0x47 ;D332 ; test bit-0 of A
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192
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193 0x20 ;D333 ; skip next section
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194 0x07 ;D334 ; if v-blank-prev was not zero
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195
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196 ;; v-blank was 0, increment frame-count
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197 0xFA ;D335 ; load frame-count into A
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198 0x1F ;D336
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199 0xD3 ;D337
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200
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201 0x3C ;D338 ; inc A
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202
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203 0xEA ;D339 ; load A into frame-count
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204 0x1F ;D33A
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205 0xD3 ;D33B
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206
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207 ;; set v-blank? to 1
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208 0x3E ;D33C ; load 1 into A
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209 0x01 ;D33D
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210
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211 0xEA ;D33E ; load A into v-blank-prev
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212 0x20 ;D33F
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213 0xD3 ;D340
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214
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215 0x18 ;D341 ; skip not-in-v-blank section
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216 0x05 ;D342
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217
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218 ;; not in v-blank mode
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219 ;; set b-blank? to 0
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220 0x3E ;D343 ; load 0 into A
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221 0x00 ;D344
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222
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223 0xEA ;D345 ; load A into v-blank-prev
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224 0x20 ;D346
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225 0xD3 ;D347
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226
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227
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228 0xC3 ;D348 ; return to beginning
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229 0x1D ;D349
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230 0xD3 ;D34A
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231
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232
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233
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234 ])))
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235
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236
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237
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238
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239 (defn run-a-bit []
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240 (-> (read-down-button)
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241 (info)
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242 (tick) ;; skip over data section
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243 (info)
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244 (view-register "Register A" A)
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245 (tick) ;; load-data into A
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246 (view-register "Register A" A)
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247 (info)
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248 (view-memory 0xFF00)
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249 (tick) ;; load A into 0xFF00
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250 (view-memory 0xFF00)
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251 (info)
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252 (tick)
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253 (info)
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254 (tick)
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255 (info)
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256 (tick)
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257 (info)
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258 (tick)
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259 (info)
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260 (tick)
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261 (info)
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262 (tick)
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263 (print-inventory)))
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264
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265 (defn test-read-pad []
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266 (= (view-memory (step (step (read-buttons) [:d])) 0xD328)
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267 (view-memory (step (step (read-buttons))) 0xD328)))
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268
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269 (defn trace [state]
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270 (loop [program-counters []
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271 opcodes []]
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272 (let [frame-boundary?
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273 (com.aurellem.gb.Gb/tick)]
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274 (println (count opcodes))
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275 (if frame-boundary?
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276 [program-counters opcodes]
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277 (recur
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278 (conj program-counters
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279 (first (registers @current-state)))
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280 (conj opcodes
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281 (aget (memory @current-state)
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282 (PC @current-state))))))))
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283
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284 (defn good-trace []
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285 (-> (mid-game) (tick) (IE! 0)
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286 (set-inv-mem [0x00 0x00 0X00 0x00])
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287 (PC! item-list-start)(print-interrupt)
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288 (info) (tick) (info) (tick) (info)))
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