annotate clojure/com/aurellem/assembly.clj @ 137:1c58fa3cfc68

Checkpoint: about to include the state machine in the assembly* code.
author Dylan Holmes <ocsenave@gmail.com>
date Sun, 18 Mar 2012 20:49:40 -0500
parents ffeeabae7dcd
children 2b69cbe8a5b9
rev   line source
rlm@105 1 (ns com.aurellem.assembly
rlm@105 2 (:use (com.aurellem gb-driver vbm title items))
rlm@105 3 (:import [com.aurellem.gb_driver SaveState]))
rlm@105 4
rlm@106 5 (defn mid-game []
rlm@106 6 (read-state "mid-game"))
rlm@105 7
rlm@105 8 (defn inject-assembly
rlm@107 9 ([^SaveState state
rlm@105 10 program-counter registers
rlm@105 11 assembly-code]
rlm@105 12 (let [scratch-memory (memory state)]
rlm@105 13 ;; inject assembly code
rlm@105 14 (dorun (map (fn [index val]
rlm@105 15 (aset scratch-memory index val))
rlm@105 16 (range program-counter
rlm@105 17 (+ program-counter (count assembly-code)))
rlm@105 18 assembly-code))
rlm@106 19 (-> state
rlm@106 20 (write-memory! scratch-memory)
rlm@106 21 (write-registers! registers)
rlm@112 22 (PC! program-counter)))))
rlm@105 23
rlm@105 24 (defn inject-item-assembly
rlm@105 25 ([^SaveState state assembly-code]
rlm@105 26 (inject-assembly state (inc item-list-start)
rlm@105 27 (registers state)
rlm@105 28 assembly-code))
rlm@105 29 ([assembly-code]
rlm@105 30 (inject-item-assembly @current-state assembly-code)))
rlm@105 31
rlm@105 32 (defn info
rlm@105 33 ([^SaveState state]
rlm@107 34 (println (format "PC: 0x%04X" (PC state)))
rlm@106 35 (println "Instruction:"
rlm@106 36 (format "0x%02X" (aget (memory state) (PC state))))
rlm@105 37 state))
rlm@105 38
rlm@107 39 (defn print-interrupt
rlm@107 40 [^SaveState state]
rlm@107 41 (println (format "IE: %d" (IE state)))
rlm@107 42 state)
rlm@107 43
rlm@118 44 (defn print-listing [state begin end]
rlm@118 45 (dorun (map
rlm@118 46 (fn [opcode line]
rlm@118 47 (println (format "0x%04X: 0x%02X" line opcode)))
rlm@118 48 (subvec (vec (memory state)) begin end)
rlm@118 49 (range begin end)))
rlm@118 50 state)
rlm@118 51
rlm@105 52 (defn run-assembly
rlm@105 53 ([info-fn assembly n]
rlm@105 54 (let [final-state
rlm@105 55 (reduce (fn [state _]
rlm@105 56 (tick (info-fn state)))
rlm@107 57 (inject-item-assembly
rlm@107 58 (mid-game) assembly)
rlm@105 59 (range n))]
rlm@105 60 final-state))
rlm@105 61 ([assembly n]
rlm@105 62 (run-assembly info assembly n)))
rlm@107 63
rlm@107 64 (def buttons-port 0xFF00)
rlm@107 65
rlm@107 66 (defn A [state]
rlm@107 67 (bit-shift-right (bit-and 0x0000FF00 (AF state)) 8))
rlm@107 68
rlm@128 69 (defn B [state]
rlm@128 70 (bit-shift-right (bit-and 0x0000FF00 (BC state)) 8))
rlm@128 71
rlm@128 72 (defn C [state]
rlm@128 73 (bit-and 0xFF (BC state)))
rlm@128 74
rlm@110 75 (defn binary-str [num]
rlm@110 76 (format "%08d"
rlm@110 77 (Integer/parseInt
rlm@110 78 (Integer/toBinaryString num) 10)))
rlm@110 79
rlm@110 80 (defn view-register [state name reg-fn]
rlm@110 81 (println (format "%s: %s" name
rlm@110 82 (binary-str (reg-fn state))))
rlm@110 83 state)
rlm@110 84
rlm@107 85 (defn view-memory [state mem]
rlm@110 86 (println (format "mem 0x%04X = %s" mem
rlm@110 87 (binary-str (aget (memory state) mem))))
rlm@107 88 state)
rlm@107 89
rlm@118 90 (defn trace [state]
rlm@124 91 (loop [program-counters [(first (registers @current-state)) ]
rlm@124 92 opcodes [(aget (memory @current-state) (PC @current-state))]]
rlm@118 93 (let [frame-boundary?
rlm@118 94 (com.aurellem.gb.Gb/tick)]
rlm@118 95 (if frame-boundary?
rlm@118 96 [program-counters opcodes]
rlm@118 97 (recur
rlm@118 98 (conj program-counters
rlm@118 99 (first (registers @current-state)))
rlm@118 100 (conj opcodes
rlm@118 101 (aget (memory @current-state)
rlm@118 102 (PC @current-state))))))))
rlm@124 103
rlm@124 104 (defn print-trace [state n]
rlm@124 105 (let [[program-counters opcodes] (trace state)]
rlm@124 106 (dorun (map (fn [pc op] (println (format "%04X: 0x%02X" pc op)))
rlm@124 107 (take n program-counters)
rlm@124 108 (take n opcodes)))))
rlm@124 109
rlm@118 110 (defn good-trace []
rlm@118 111 (-> (mid-game) (tick) (IE! 0)
rlm@118 112 (set-inv-mem [0x00 0x00 0X00 0x00])
rlm@118 113 (PC! item-list-start)(print-interrupt)
rlm@118 114 (info) (tick) (info) (tick) (info)))
rlm@118 115
rlm@113 116 (defn read-down-button []
rlm@110 117 (-> (tick (mid-game))
rlm@110 118 (IE! 0) ; disable interrupts
rlm@110 119 (inject-item-assembly
rlm@118 120 ;; write 00010000 to 0xFF00 to select joypad
rlm@118 121 [0x18 ;D31D ; jump over
rlm@118 122 0x01 ;D31E ; the next 8 bits
rlm@118 123 ;D31F
rlm@118 124 (Integer/parseInt "00100000" 2) ; data section
rlm@118 125
rlm@118 126 0xFA ;D320 ; load (D31F) into A
rlm@118 127 0x1F ;D321 -->
rlm@118 128 0xD3 ;D322 --> D31F
rlm@107 129
rlm@118 130 0xEA ;D323 ; load (A), which is
rlm@118 131 0x00 ;D324 --> ; 00010000, into FF00
rlm@118 132 0xFF ;D325 --> FF00
rlm@118 133
rlm@118 134 0x18 ;D326 ; this is the place where
rlm@118 135 0x01 ;D327 ; we will store whether
rlm@118 136 0x00 ;D328 ; "down" is pressed.
rlm@107 137
rlm@118 138 0xFA ;D329 ; (FF00) -> A
rlm@118 139 0x00 ;D32A
rlm@118 140 0xFF ;D32B
rlm@110 141
rlm@118 142 0xCB ;D32C ; Test whether "down"
rlm@118 143 0x5F ;D32D ; is pressed.
rlm@111 144
rlm@118 145 0x28 ;D32E ; if down is pressed,
rlm@118 146 0x03 ;D32F ; skip the next section
rlm@118 147 ; of code.
rlm@118 148 ;; down-is-not-pressed
rlm@118 149 0xC3 ;D330
rlm@118 150 0x1D ;D331 ; return to beginning
rlm@118 151 0xD3 ;D332
rlm@118 152
rlm@118 153 ;; down-is-pressed
rlm@118 154 0xEA ;D334 ; write A to D328 if
rlm@118 155 0x28 ;D335 ; "down" was pressed
rlm@118 156 0xD3 ;D336
rlm@111 157
rlm@118 158 0xC3 ;D330
rlm@118 159 0x1D ;D331 ; return to beginning
rlm@118 160 0xD3 ;D332
rlm@118 161 ])))
rlm@111 162
rlm@118 163 (defn test-read-down []
rlm@118 164 (= (view-memory (step (step (read-down-button) [:d])) 0xD328)
rlm@118 165 (view-memory (step (step (read-down-button))) 0xD328)))
rlm@113 166
rlm@113 167 (defn count-frames []
rlm@113 168 (-> (tick (mid-game))
rlm@113 169 (IE! 0) ; disable interrupts
rlm@113 170 (inject-item-assembly
rlm@113 171 [0x18 ;D31D ; jump over
rlm@113 172 0x02 ;D31E ; the next 2 bytes
rlm@113 173 0x00 ;D31F ; frame-count
rlm@113 174 0x00 ;D320 ; v-blank-prev
rlm@113 175
rlm@113 176 0xFA ;D321
rlm@113 177 0x41 ;D322 ; load (FF41) into A
rlm@113 178 0xFF ;D323 ; this contains mode flags
rlm@113 179
rlm@113 180 ;; if we're in v-blank, the bit-1 is 0
rlm@113 181 ;; and bit-2 is 1 Otherwise, it is not v-blank.
rlm@113 182 0xCB ;D324 ; test bit-1 of A
rlm@113 183 0x4F ;D325
rlm@113 184
rlm@113 185 0xC2 ;D326 ; if bit-1 is not 0
rlm@115 186 0x44 ;D327 ; GOTO not-v-blank
rlm@113 187 0xD3 ;D328
rlm@113 188
rlm@113 189 0xCB ;D329 ; test bit-0 of A
rlm@113 190 0x47 ;D32A
rlm@113 191
rlm@113 192 0xCA ;D32B ; if bit-0 is not 1
rlm@115 193 0x44 ;D32C ; GOTO not-v-blank
rlm@113 194 0xD3 ;D32D
rlm@114 195 ;;; in v-blank mode
rlm@113 196 ;; if v-blank-prev was 0,
rlm@113 197 ;; increment frame-count
rlm@113 198
rlm@113 199 0xFA ;D32E ; load v-blank-prev to A
rlm@113 200 0x20 ;D32F
rlm@113 201 0xD3 ;D330
rlm@113 202
rlm@113 203 0xCB ;D331
rlm@113 204 0x47 ;D332 ; test bit-0 of A
rlm@113 205
rlm@113 206 0x20 ;D333 ; skip next section
rlm@113 207 0x07 ;D334 ; if v-blank-prev was not zero
rlm@113 208
rlm@113 209 ;; v-blank was 0, increment frame-count
rlm@113 210 0xFA ;D335 ; load frame-count into A
rlm@113 211 0x1F ;D336
rlm@113 212 0xD3 ;D337
rlm@113 213
rlm@113 214 0x3C ;D338 ; inc A
rlm@113 215
rlm@113 216 0xEA ;D339 ; load A into frame-count
rlm@113 217 0x1F ;D33A
rlm@113 218 0xD3 ;D33B
rlm@113 219
rlm@114 220 ;; set v-blank-prev to 1
rlm@113 221 0x3E ;D33C ; load 1 into A
rlm@113 222 0x01 ;D33D
rlm@113 223
rlm@113 224 0xEA ;D33E ; load A into v-blank-prev
rlm@113 225 0x20 ;D33F
rlm@113 226 0xD3 ;D340
rlm@113 227
rlm@115 228 0xC3 ;D341 ; return to beginning
rlm@115 229 0x1D ;D342
rlm@115 230 0xD3 ;D343
rlm@113 231
rlm@114 232 ;;; not in v-blank mode
rlm@114 233 ;; set v-blank-prev to 0
rlm@115 234 0x3E ;D344 ; load 0 into A
rlm@115 235 0x00 ;D345
rlm@113 236
rlm@115 237 0xEA ;D346 ; load A into v-blank-prev
rlm@115 238 0x20 ;D347
rlm@115 239 0xD3 ;D348
rlm@115 240
rlm@115 241 0xC3 ;D349 ; return to beginning
rlm@115 242 0x1D ;D34A
rlm@115 243 0xD3 ;D34B
rlm@113 244 ])))
rlm@113 245
rlm@114 246 (defn step-count-frames []
rlm@113 247 (-> (read-down-button)
rlm@110 248 (info)
rlm@110 249 (tick) ;; skip over data section
rlm@110 250 (info)
rlm@110 251 (view-register "Register A" A)
rlm@110 252 (tick) ;; load-data into A
rlm@110 253 (view-register "Register A" A)
rlm@110 254 (info)
rlm@110 255 (view-memory 0xFF00)
rlm@110 256 (tick) ;; load A into 0xFF00
rlm@110 257 (view-memory 0xFF00)
rlm@111 258 (info)
rlm@111 259 (tick)
rlm@111 260 (info)
rlm@111 261 (tick)
rlm@111 262 (info)
rlm@111 263 (tick)
rlm@111 264 (info)
rlm@111 265 (tick)
rlm@111 266 (info)
rlm@111 267 (tick)
rlm@111 268 (info)
rlm@111 269 (tick)
rlm@111 270 (print-inventory)))
rlm@111 271
rlm@115 272 (defn test-count-frames []
rlm@115 273 (= 255 (aget (memory ((apply comp (repeat 255 step))
rlm@115 274 (count-frames)))
rlm@115 275 0xD31F)))
rlm@115 276
rlm@115 277 ;; specs for main bootstrap program
rlm@115 278 ;; starts in "mode-select" mode
rlm@115 279 ;; Each button press takes place in a single frame.
rlm@115 280 ;; mode-select-mode takes one of the main buttons
rlm@115 281 ;; which selects one of up to eight modes
rlm@115 282 ;; mode 1 activated by the "A" button
rlm@115 283 ;; the next two button presses indicates the start
rlm@115 284 ;; memory location which to which the bootstrap
rlm@115 285 ;; program will write.
rlm@115 286 ;; This is done by using each of the eight buttons to
rlm@115 287 ;; spell out an 8 bit number. The order of buttons is
rlm@116 288 ;; [:d :u :l :r :start :select :b :a]
rlm@116 289 ;; [:a :start :l] --> 00101001
rlm@114 290
rlm@115 291 ;; the next button press determines how many bytes are to be
rlm@115 292 ;; written, starting at the start position.
rlm@114 293
rlm@115 294 ;; then, the actual bytes are entered and are written to the
rlm@115 295 ;; start address in sequence.
rlm@114 296
rlm@118 297 (defn input-number-assembly []
rlm@118 298 [0x18 ;D31D ; jump over
rlm@118 299 0x02 ;D31E ; the next 2 bytes
rlm@118 300 0x00 ;D31F ; frame-count
rlm@118 301 0x00 ;D320 ; v-blank-prev
rlm@118 302
rlm@118 303 0xFA ;D321
rlm@118 304 0x41 ;D322 ; load (FF41) into A
rlm@118 305 0xFF ;D323 ; this contains mode flags
rlm@118 306
rlm@118 307 ;; if we're in v-blank, the bit-1 is 0
rlm@118 308 ;; and bit-2 is 1 Otherwise, it is not v-blank.
rlm@118 309 0xCB ;D324 ; test bit-1 of A
rlm@118 310 0x4F ;D325
rlm@114 311
rlm@118 312 0xC2 ;D326 ; if bit-1 is not 0
rlm@118 313 0x44 ;D327 ; GOTO not-v-blank
rlm@118 314 0xD3 ;D328
rlm@118 315
rlm@118 316 0xCB ;D329 ; test bit-0 of A
rlm@118 317 0x47 ;D32A
rlm@118 318
rlm@118 319 0xCA ;D32B ; if bit-0 is not 1
rlm@118 320 0x44 ;D32C ; GOTO not-v-blank
rlm@118 321 0xD3 ;D32D
rlm@118 322
rlm@118 323 ;;; in v-blank mode
rlm@118 324
rlm@118 325 ;; if v-blank-prev was 0,
rlm@118 326 ;; increment frame-count
rlm@118 327
rlm@118 328 0xFA ;D32E ; load v-blank-prev to A
rlm@118 329 0x20 ;D32F
rlm@118 330 0xD3 ;D330
rlm@118 331
rlm@118 332 0xCB ;D331
rlm@118 333 0x47 ;D332 ; test bit-0 of A
rlm@118 334
rlm@118 335 0x20 ;D333 ; skip next section
rlm@118 336 0x07 ;D334 ; if v-blank-prev was not zero
rlm@118 337
rlm@118 338 ;; v-blank was 0, increment frame-count
rlm@118 339 0xFA ;D335 ; load frame-count into A
rlm@118 340 0x1F ;D336
rlm@118 341 0xD3 ;D337
rlm@118 342
rlm@118 343 0x3C ;D338 ; inc A
rlm@118 344
rlm@118 345 0xEA ;D339 ; load A into frame-count
rlm@118 346 0x1F ;D33A
rlm@118 347 0xD3 ;D33B
rlm@118 348
rlm@118 349 ;; set v-blank-prev to 1
rlm@118 350 0x3E ;D33C ; load 1 into A
rlm@118 351 0x01 ;D33D
rlm@118 352
rlm@118 353 0xEA ;D33E ; load A into v-blank-prev
rlm@118 354 0x20 ;D33F
rlm@118 355 0xD3 ;D340
rlm@118 356
rlm@118 357 0xC3 ;D341 ; GOTO input handling code
rlm@118 358 0x4E ;D342
rlm@118 359 0xD3 ;D343
rlm@118 360
rlm@118 361 ;;; not in v-blank mode
rlm@118 362 ;; set v-blank-prev to 0
rlm@118 363 0x3E ;D344 ; load 0 into A
rlm@118 364 0x00 ;D345
rlm@118 365
rlm@118 366 0xEA ;D346 ; load A into v-blank-prev
rlm@118 367 0x20 ;D347
rlm@118 368 0xD3 ;D348
rlm@118 369
rlm@118 370 0xC3 ;D349 ; return to beginning
rlm@118 371 0x1D ;D34A
rlm@118 372 0xD3 ;D34B
rlm@118 373
rlm@118 374 0x00 ;D34C ; these are here
rlm@118 375 0x00 ;D34D ; for glue
rlm@118 376
rlm@118 377
rlm@118 378 ;;; calculate input number based on button presses
rlm@118 379 0x18 ;D34E ; skip next 3 bytes
rlm@118 380 0x03 ;D34F
rlm@118 381 ;D350
rlm@118 382 (Integer/parseInt "00100000" 2) ; select directional pad
rlm@118 383 ;D351
rlm@118 384 (Integer/parseInt "00010000" 2) ; select buttons
rlm@118 385 0x00 ;D352 ; input-number
rlm@118 386
rlm@118 387 ;; select directional pad, store low bits in B
rlm@118 388
rlm@118 389 0xFA ;D353 ; load (D350) into A
rlm@118 390 0x50 ;D354 -->
rlm@118 391 0xD3 ;D355 --> D31F
rlm@118 392
ocsenave@135 393 0xEA ;D356 ; load A, which is
rlm@118 394 0x00 ;D357 --> ; 00010000, into FF00
rlm@118 395 0xFF ;D358 --> FF00
rlm@118 396
rlm@118 397 0x06 ;D359
rlm@118 398 ;D35A
rlm@118 399 (Integer/parseInt "11110000" 2) ; "11110000" -> B
rlm@118 400 0xFA ;D35B ; (FF00) -> A
rlm@118 401 0x00 ;D35C
rlm@118 402 0xFF ;D35D
rlm@118 403
rlm@118 404 0xCB ;D35E ; swap nybbles on A
rlm@118 405 0x37 ;D35F
rlm@118 406 0xA0 ;D360 ; (AND A B) -> A
rlm@118 407 0x47 ;D361 ; A -> B
rlm@118 408
rlm@118 409 ;; select buttons store bottom bits in C
rlm@118 410
rlm@118 411 0xFA ; ; load (D351) into A
rlm@118 412 0x51 ; -->
rlm@118 413 0xD3 ; --> D31F
rlm@118 414
rlm@118 415 0xEA ; ; load (A), which is
rlm@118 416 0x00 ; --> ; 00001000, into FF00
rlm@118 417 0xFF ; --> FF00
rlm@118 418
rlm@118 419 0x0E ;
rlm@118 420 (Integer/parseInt "00001111" 2) ; "00001111" -> C
rlm@118 421
rlm@118 422 0xFA ; ; (FF00) -> A
rlm@118 423 0x00 ;
rlm@118 424 0xFF ;
rlm@118 425
rlm@118 426 0xA1 ; ; (AND A C) -> A
rlm@118 427 0x4F ; ; A -> C
rlm@118 428
rlm@118 429 ;; combine the B and C registers into the input number
rlm@118 430 0x79 ; ; C -> A
rlm@118 431 0xB0 ; ; (OR A B) -> A
rlm@118 432 0x2F ; ; negate A
rlm@118 433
rlm@118 434 0xEA ; ; store A into input-number
rlm@118 435 0x52 ;
rlm@118 436 0xD3 ;
rlm@118 437
rlm@118 438 0xC3 ; ; return to beginning
rlm@118 439 0x1D ;
rlm@118 440 0xD3 ;
rlm@118 441 ])
rlm@114 442
rlm@128 443
rlm@128 444 (defn print-pc [state]
rlm@128 445 (println (format "PC: 0x%04X" (PC state)))
rlm@128 446 state)
rlm@128 447
rlm@128 448 (defn print-op [state]
rlm@128 449 (println (format "OP: 0x%02X" (aget (memory state) (PC state))))
rlm@128 450 state)
rlm@128 451
rlm@128 452 (defn d-tick
rlm@128 453 ([state]
rlm@128 454 (-> state print-pc print-op tick)))
rlm@128 455
rlm@115 456 (defn input-number []
rlm@115 457 (-> (tick (mid-game))
rlm@115 458 (IE! 0) ; disable interrupts
rlm@118 459 (inject-item-assembly (input-number-assembly))))
rlm@115 460
rlm@117 461 (defn test-input-number
rlm@117 462 "Input freestyle buttons and observe the effects at the repl."
rlm@117 463 []
rlm@117 464 (set-state! (input-number))
rlm@117 465 (dotimes [_ 90000] (step (view-memory @current-state 0xD352))))
rlm@115 466
rlm@128 467
rlm@128 468
rlm@128 469
ocsenave@135 470
ocsenave@135 471
ocsenave@135 472
ocsenave@135 473
ocsenave@135 474
ocsenave@135 475
ocsenave@135 476
ocsenave@135 477
ocsenave@135 478
ocsenave@135 479
ocsenave@135 480
ocsenave@135 481
ocsenave@135 482
ocsenave@135 483
ocsenave@135 484
ocsenave@135 485
ocsenave@135 486
ocsenave@135 487
ocsenave@135 488
ocsenave@135 489
ocsenave@135 490
ocsenave@135 491
ocsenave@135 492
ocsenave@135 493
ocsenave@135 494
ocsenave@136 495 (defn write-memory-assembly*
ocsenave@136 496 "Currently, grabs input from the user each frame."
ocsenave@136 497 []
rlm@128 498 [
ocsenave@135 499 ;; --------- FRAME METRONOME
ocsenave@136 500 0x00 ;; v-blank-prev D31D
rlm@128 501
rlm@128 502 0xFA ;; load modes into A
rlm@128 503 0x41
rlm@128 504 0xFF
ocsenave@135 505
ocsenave@135 506 0x47 ;; A -> B
ocsenave@135 507 0xCB ;; rotate A
rlm@128 508 0x2F
ocsenave@135 509 0x2F ;; invert A
rlm@128 510
rlm@128 511 0xA0
ocsenave@135 512 0x47 ;; now B_0 contains (VB==1)
rlm@128 513
rlm@128 514 0xFA ;; load v-blank-prev
ocsenave@136 515 0x1D
rlm@128 516 0xD3
rlm@128 517
ocsenave@135 518 0x2F ;; complement v-blank-prev
ocsenave@135 519
ocsenave@135 520 0xA0 ;; A & B --> A
ocsenave@135 521 0x4F ;; now C_0 contains increment?
ocsenave@135 522
rlm@128 523
rlm@128 524 0x78 ;; B->A
rlm@128 525
rlm@128 526 0xEA ;; spit A --> vbprev
ocsenave@136 527 0x1D
rlm@128 528 0xD3
rlm@128 529
ocsenave@136 530 0xCB ;test C_0
ocsenave@136 531 0x41
ocsenave@136 532 0x20 ; JUMP ahead to button input if nonzero
ocsenave@136 533 0x03
ocsenave@137 534 0x18 ; JUMP back to frame metronome (D31E)
ocsenave@137 535 0xE7
ocsenave@135 536
ocsenave@135 537 ;; -------- GET BUTTON INPUT
ocsenave@137 538
ocsenave@137 539 ;; btw, C_0 is now 1
ocsenave@137 540 0x00 ;; var: which-input D337
ocsenave@135 541 ;; prepare to select bits
ocsenave@135 542
ocsenave@137 543 0x06 ;; load 0x00 into B
ocsenave@135 544 0x00
ocsenave@137 545
ocsenave@137 546 0x3E ;; load 0x20 into A, to measure dpad
ocsenave@135 547 0x20
ocsenave@135 548
ocsenave@135 549
ocsenave@137 550 0xE0 ;; load A into [FF00] ;; D33C
ocsenave@135 551 0x00
ocsenave@137 552
ocsenave@137 553 0xF0 ;; load A from [FF00]
ocsenave@135 554 0x00
ocsenave@135 555
ocsenave@135 556 0xE6 ;; bitmask 00001111
ocsenave@135 557 0x0F
ocsenave@135 558
ocsenave@135 559 0xB0 ;; A or B --> A
ocsenave@135 560 0xCB
ocsenave@135 561 0x41 ;; test bit 0 of C
ocsenave@137 562 0x28 ;; JUMP forward if 0
ocsenave@135 563 0x08
ocsenave@135 564
ocsenave@135 565 0x47 ;; A -> B
ocsenave@135 566 0xCB ;; swap B nybbles
ocsenave@135 567 0x30
ocsenave@135 568 0x0C ;; increment C
ocsenave@137 569 0x3E ;; load 0x10 into A, to measure btns
ocsenave@135 570 0x10
ocsenave@135 571 0x18 ;; JUMP back to "load A into [FF00]" [20 steps?]
ocsenave@137 572 0xED
ocsenave@135 573
ocsenave@135 574 ;; now A contains the pressed keys
ocsenave@137 575
ocsenave@137 576
ocsenave@137 577
ocsenave@137 578
ocsenave@137 579
ocsenave@137 580
ocsenave@137 581
ocsenave@137 582
ocsenave@137 583 0xC3 ;; todo replace with relative jump
ocsenave@137 584 0x1E
ocsenave@135 585 0xD3
ocsenave@137 586 ;;0x18 ;;JUMP back to "metronome" in one hop [D31E]
ocsenave@137 587 ;;0xCA ;; E1
ocsenave@135 588
rlm@128 589 ]
rlm@128 590 )
rlm@128 591
rlm@128 592 (defn write-mem-dyl []
rlm@128 593 (-> (tick (mid-game))
rlm@128 594 (IE! 0)
rlm@128 595 (inject-item-assembly (write-memory-assembly*))))
rlm@131 596
rlm@131 597
ocsenave@135 598 (defn dylan []
ocsenave@135 599 (->
ocsenave@135 600 (write-mem-dyl)
ocsenave@135 601 (tick)
ocsenave@135 602 (tick)
ocsenave@135 603 (tick)
ocsenave@135 604 (tick)
ocsenave@135 605 (tick)
ocsenave@135 606 (tick)
ocsenave@135 607 (tick)
ocsenave@135 608 (tick)
ocsenave@135 609 (tick)
ocsenave@135 610 (tick)
ocsenave@135 611 (tick)
ocsenave@135 612 (tick)
ocsenave@135 613 (tick)
ocsenave@135 614 (tick)
ocsenave@136 615 (tick) ;; first loop
ocsenave@136 616
ocsenave@136 617
ocsenave@135 618 (tick)
ocsenave@135 619 (tick)
ocsenave@135 620 (tick)
ocsenave@135 621 (tick)
ocsenave@135 622 (tick)
ocsenave@135 623 (tick)
ocsenave@135 624 (tick)
ocsenave@135 625 (tick)
ocsenave@135 626 (tick)
ocsenave@135 627 (tick)
ocsenave@135 628 (tick)
ocsenave@135 629 (tick)
ocsenave@136 630 (tick) ;; dpad bits
ocsenave@136 631
ocsenave@135 632 (tick)
ocsenave@135 633 (tick)
ocsenave@136 634 (tick)
ocsenave@136 635 (tick)
ocsenave@136 636 (tick)
ocsenave@136 637 (tick)
ocsenave@136 638 (tick)
ocsenave@136 639 (tick)
ocsenave@136 640 (d-tick)
ocsenave@135 641
ocsenave@135 642
ocsenave@135 643
ocsenave@135 644 (view-register "A" A)
ocsenave@135 645 (view-register "B" B)
ocsenave@135 646 (view-register "C" C)
ocsenave@135 647
ocsenave@135 648 ))
ocsenave@135 649
ocsenave@135 650
ocsenave@135 651
ocsenave@135 652
rlm@131 653 (defn d2 []
rlm@131 654 (->
rlm@131 655 (write-mem-dyl)
rlm@131 656 (view-memory 0xD31F)
rlm@131 657 step step step step step
rlm@131 658 (view-memory 0xD31F)))
rlm@131 659
rlm@131 660
rlm@131 661
ocsenave@135 662
ocsenave@135 663
ocsenave@135 664
ocsenave@135 665
ocsenave@135 666
ocsenave@135 667
ocsenave@135 668
ocsenave@135 669
ocsenave@135 670
ocsenave@135 671
ocsenave@135 672
ocsenave@135 673
ocsenave@135 674
rlm@131 675
rlm@131 676
rlm@128 677
rlm@128 678
rlm@118 679 (defn write-memory-assembly []
rlm@129 680 [
rlm@123 681 ;; Main Timing Loop
rlm@123 682 ;; Constantly check for v-blank and Trigger main state machine on
rlm@123 683 ;; every transtion from v-blank to non-v-blank.
rlm@129 684
rlm@123 685 0x18 ; D31D ; Variable declaration
rlm@123 686 0x02 ; D31E
rlm@123 687 0x00 ; D31F ; frame-count
rlm@123 688 0x00 ; D320 ; v-blank-prev
rlm@129 689
rlm@129 690 0xF0 ; D321 ; load v-blank mode flags into A
rlm@129 691 0x41
rlm@129 692 0x00
rlm@123 693
rlm@123 694
rlm@123 695 ;; Branch dependent on v-blank. v-blank happens when the last two
rlm@123 696 ;; bits in A are "01"
rlm@123 697 0xCB ; D324
rlm@123 698 0x4F ; D325
rlm@123 699
rlm@123 700 0xC2 ; D326 ; if bit-1 is not 0, then
rlm@124 701 0x3E ; D327 ; GOTO non-v-blank.
rlm@123 702 0xD3 ; D328
rlm@123 703
rlm@123 704 0xCB ; D329
rlm@123 705 0x47 ; D32A
rlm@123 706
rlm@123 707 0xCA ; D32B ; if bit-0 is not 1, then
rlm@124 708 0x3E ; D32C ; GOTO non-v-blank.
rlm@123 709 0xD3 ; D32D
rlm@123 710
rlm@123 711 ;; V-Blank
rlm@123 712 ;; Activate state-machine if this is a transition event.
rlm@123 713
rlm@123 714 0xFA ; D32E ; load v-bank-prev into A
rlm@123 715 0x20 ; D32F
rlm@123 716 0xD3 ; D330
rlm@123 717
rlm@124 718 0xFE ; D331 ; compare A to 0. >--------\
rlm@124 719 0x00 ; D332 \
rlm@124 720 ; |
rlm@124 721 ;; set v-blank-prev to 1. |
rlm@124 722 0x3E ; D333 ; load 1 into A. |
rlm@124 723 0x01 ; D334 |
rlm@124 724 ; |
rlm@124 725 0xEA ; D335 ; load A into v-blank-prev |
rlm@124 726 0x20 ; D336 |
rlm@124 727 0xD3 ; D337 |
rlm@124 728 ; /
rlm@124 729 ;; if v-blank-prev was 0, activate state-machine <------/
rlm@124 730 0xCA ; D338 ; if v-blank-prev
rlm@123 731 0x46 ; D339 ; was 0,
rlm@123 732 0xD3 ; D33A ; GOTO state-machine
rlm@123 733
rlm@123 734 0xC3 ; D33B
rlm@123 735 0x1D ; D33C
rlm@123 736 0xD3 ; D33D ; GOTO beginning
rlm@123 737 ;; END V-blank
rlm@123 738
rlm@123 739 ;; Non-V-Blank
rlm@123 740 ;; Set v-blank-prev to 0
rlm@123 741 0x3E ; D33E ; load 0 into A
rlm@123 742 0x00 ; D33F
rlm@123 743
rlm@123 744 0xEA ; D340 ; load A into v-blank-prev
rlm@123 745 0x20 ; D341
rlm@123 746 0xD3 ; D342
rlm@118 747
rlm@123 748 0xC3 ; D343
rlm@123 749 0x1D ; D344
rlm@123 750 0xD3 ; D345 ; GOTO beginning
rlm@123 751 ;; END Not-V-Blank
rlm@115 752
rlm@124 753
rlm@123 754 ;; Main State Machine -- Input Section
rlm@123 755 ;; This is called once every frame.
rlm@123 756 ;; It collects input and uses it to drive the
rlm@123 757 ;; state transitions.
rlm@123 758
rlm@123 759 ;; Increment frame-count
rlm@123 760 0xFA ; D346 ; load frame-count into A
rlm@123 761 0x1F ; D347
rlm@123 762 0xD3 ; D348
rlm@118 763
rlm@123 764 0x3C ; D349 ; inc A
rlm@115 765
rlm@123 766 0xEA ; D34A
rlm@123 767 0x1F ; D34B ; load A into frame-count
rlm@123 768 0xD3 ; D34C
rlm@118 769
rlm@123 770 0x00 ; D34D ; glue :)
rlm@118 771
rlm@118 772 0x18 ;D34E ; skip next 3 bytes
rlm@118 773 0x03 ;D34F
rlm@123 774 ;D350
rlm@118 775 (Integer/parseInt "00100000" 2) ; select directional pad
rlm@123 776 ;D351
rlm@118 777 (Integer/parseInt "00010000" 2) ; select buttons
rlm@118 778 0x00 ;D352 ; input-number
rlm@118 779
rlm@123 780 ;; select directional pad; store low bits in B
rlm@118 781
rlm@118 782 0xFA ;D353 ; load (D350) into A
rlm@118 783 0x50 ;D354 -->
rlm@123 784 0xD3 ;D355 --> D350
rlm@118 785
rlm@129 786 0xE0 ;D356 ; load (A), which is
rlm@118 787 0x00 ;D357 --> ; 00010000, into FF00
rlm@129 788 0x00 ;D358 --> FF00 ;; NO-OP
rlm@118 789
rlm@118 790 0x06 ;D359
rlm@123 791 ;D35A
rlm@118 792 (Integer/parseInt "11110000" 2) ; "11110000" -> B
rlm@129 793 0xF0 ;D35B ; (FF00) -> A
rlm@118 794 0x00 ;D35C
rlm@129 795 0x00 ;D35D ;; NO-OP
rlm@118 796
rlm@118 797 0xCB ;D35E ; swap nybbles on A
rlm@118 798 0x37 ;D35F
rlm@118 799 0xA0 ;D360 ; (AND A B) -> A
rlm@118 800 0x47 ;D361 ; A -> B
rlm@118 801
rlm@123 802 ;; select buttons; store bottom bits in C
rlm@118 803
rlm@118 804 0xFA ;D362 ; load (D351) into A
rlm@118 805 0x51 ;D363 -->
rlm@123 806 0xD3 ;D364 --> D351
rlm@118 807
rlm@129 808 0xE0 ;D365 ; load (A), which is
rlm@118 809 0x00 ;D366 --> ; 00001000, into FF00
rlm@129 810 0x00 ;D367 --> FF00 ;; NO-OP
rlm@118 811
rlm@118 812 0x0E ;D368
rlm@118 813 ;D369
rlm@118 814 (Integer/parseInt "00001111" 2) ; "00001111" -> C
rlm@118 815
rlm@129 816 0xF0 ;D36A ; (FF00) -> A
rlm@118 817 0x00 ;D36B
rlm@129 818 0x00 ;D36C
rlm@118 819
rlm@118 820 0xA1 ;D36D ; (AND A C) -> A
rlm@118 821 0x4F ;D36E ; A -> C
rlm@118 822
rlm@118 823 ;; combine the B and C registers into the input number
rlm@118 824 0x79 ;D36F ; C -> A
rlm@118 825 0xB0 ;D370 ; (OR A B) -> A
rlm@118 826 0x2F ;D371 ; negate A
rlm@118 827
rlm@118 828 0xEA ;D372 ; store A into input-number
rlm@118 829 0x52 ;D373
rlm@118 830 0xD3 ;D374
rlm@118 831
rlm@124 832 0x00 ;D375
rlm@124 833 0x00 ;D376
rlm@124 834 0x00 ;D377
rlm@118 835 0x00 ;D378
rlm@118 836 0x00 ;D379
rlm@118 837 0x00 ;D37A
rlm@118 838 0x00 ;D37B ; these are here because
rlm@118 839 0x00 ;D37C ; I messed up :(
rlm@118 840 0x00 ;D37D
rlm@118 841 0x00 ;D37E
rlm@118 842 0x00 ;D37F
rlm@118 843
rlm@118 844 ;; beginning of main state machine
rlm@118 845 0x18 ;D380 ; Declaration of variables
rlm@118 846 0x05 ;D381 ; 5 variables:
rlm@118 847 0x00 ;D382 ; current-mode
rlm@122 848 0x00 ;D383 ; bytes-to-write
rlm@126 849 0x00 ;D384 ; bytes-written
rlm@126 850 0x00 ;D385 ; start-point-high
rlm@126 851 0x00 ;D386 ; start-point-low
rlm@118 852
rlm@118 853
rlm@118 854 ;; banch on current mode
rlm@118 855 0xFA ;D387 ; load current-mode (0xD382)
rlm@118 856 0x82 ;D388 ; into A
rlm@118 857 0xD3 ;D389
rlm@118 858 0x00 ;D38A
rlm@118 859
rlm@120 860
rlm@120 861 ;; GOTO Mode 0 (input-mode) if current-mode is 0
rlm@118 862 0xFE ;D38B
rlm@118 863 0x00 ;D38C ; compare A with 0x00
rlm@118 864
rlm@120 865 0xCA ;D38D ; goto Mode 0 if A == 0
rlm@118 866 0xA8 ;D38E
rlm@118 867 0xD3 ;D38F
rlm@118 868
rlm@121 869 ;; GOTO Mode 1 (set-length) if current-mode is 1
rlm@120 870 0xFE ;D390
rlm@120 871 0x01 ;D391 ; compare A with 0x01
rlm@120 872
rlm@120 873 0xCA ;D392
rlm@120 874 0xB1 ;D393
rlm@120 875 0xD3 ;D394 ; goto Mode 1 if A == 1
rlm@120 876
rlm@126 877 ;; GOTO Mode 2 (set-start-point-high) if current mode is 2
rlm@121 878 0xFE ;D395
rlm@121 879 0x02 ;D396 ; compare A with 0x02
rlm@121 880
rlm@121 881 0xCA ;D397
rlm@121 882 0xBF ;D398
rlm@121 883 0xD3 ;D399 ; goto Mode 2 if A == 2
rlm@121 884
rlm@126 885 ;; GOTO Mode 3 (set-start-point-low) if current mode is 3
rlm@125 886 0xFE ;D39A
rlm@125 887 0x03 ;D39B
rlm@125 888
rlm@126 889 0xCA ;D39C
rlm@126 890 0xCD ;D39D
rlm@126 891 0xD3 ;D39E ; goto Mode 3 if A == 3
rlm@126 892
rlm@127 893 ;; GOTO Mode 4 (write-memory) if current mode is 4
rlm@127 894 0xFE ;D39F
rlm@127 895 0x04 ;D3A0
rlm@127 896
rlm@127 897 0xCA ;D3A1
rlm@127 898 0xDB ;D3A2
rlm@127 899 0xD3 ;D3A3
rlm@127 900
rlm@118 901 0x00 ;D3A4
rlm@118 902 ;; End of Mode checking, goto beginning
rlm@118 903 0xC3 ;D3A5
rlm@118 904 0x1D ;D3A6
rlm@118 905 0xD3 ;D3A7
rlm@120 906
rlm@120 907
rlm@120 908 ;; Mode 0 -- input-mode mode
rlm@120 909 ;; means that we are waiting for a mode, so set the mode to
rlm@120 910 ;; whatever is currently in input-number. If nothing is
rlm@120 911 ;; entered, then the program stays in input-mode mode
rlm@120 912
rlm@118 913 ;; set current-mode to input-number
rlm@118 914 0xFA ;D3A8 ; load input-number (0xD352)
rlm@118 915 0x52 ;D3A9 ; into A
rlm@118 916 0xD3 ;D3AA
rlm@118 917
rlm@118 918 0xEA ;D3AB ; load A into current-mode
rlm@118 919 0x82 ;D3AC ; (0xD382)
rlm@118 920 0xD3 ;D3AD
rlm@118 921
rlm@118 922 0xC3 ;D3AE ; go back to beginning
rlm@118 923 0x1D ;D3AF
rlm@118 924 0xD3 ;D3B0
rlm@120 925 ;; End Mode 0
rlm@118 926
rlm@120 927
rlm@121 928 ;; Mode 1 -- set-length mode
rlm@121 929 ;; This is the header for writing things to memory.
rlm@121 930 ;; User specifies the number of bytes to write.
rlm@120 931 ;; Mode is auto advanced to Mode 2 after this mode
rlm@120 932 ;; completes.
rlm@120 933
rlm@121 934 ;; Set bytes left to write to input-number;
rlm@120 935 ;; set current-mode to 0x02.
rlm@120 936 0xFA ;D3B1 ; load input-number (0xD352)
rlm@120 937 0x52 ;D3B2 ; into A
rlm@120 938 0xD3 ;D3B3
rlm@120 939
rlm@120 940 0xEA ;D3B4 ; load A into bytes-left-to-write
rlm@120 941 0x83 ;D3B5 ; (0xD383)
rlm@120 942 0xD3 ;D3B6
rlm@120 943
rlm@121 944 0x3E ;D3B7 ; load 0x02 into A.
rlm@120 945 0x02 ;D3B8
rlm@120 946
rlm@120 947 0xEA ;D3B9 ; load A to current-mode
rlm@120 948 0x82 ;D3BA ; advancing from Mode 1 to
rlm@120 949 0xD3 ;D3BB ; Mode 2
rlm@120 950
rlm@120 951 0xC3 ;D3BC ; go back to beginning
rlm@120 952 0x1D ;D3BD
rlm@120 953 0xD3 ;D3BE
rlm@120 954 ;; End Mode 1
rlm@121 955
rlm@121 956
rlm@126 957 ;; Mode 2 -- set start-point-high mode
rlm@126 958 ;; Middle part of the header for writing things to memory.
rlm@121 959 ;; User specifies the start location in RAM to which
rlm@121 960 ;; data will be written.
rlm@121 961 ;; Mode is auto advanced to Mode 3 after this mode completes.
rlm@121 962
rlm@126 963 ;; Set start-point-high to input-number;
rlm@121 964 ;; set current mode to 0x03.
rlm@121 965 0xFA ;D3BF ; load input-number (0xD352)
rlm@121 966 0x52 ;D3C0 ; into A
rlm@121 967 0xD3 ;D3C1
rlm@121 968
rlm@126 969 0xEA ;D3C2 ; load A into start-point-high
rlm@126 970 0x85 ;D3C3 ; (0xD385)
rlm@121 971 0xD3 ;D3C4
rlm@121 972
rlm@121 973 0x3E ;D3C5 ; load 0x03 into A.
rlm@121 974 0x03 ;D3C6
rlm@121 975
rlm@121 976 0xEA ;D3C7 ; load A to current-mode,
rlm@121 977 0x82 ;D3C8 ; advancing from Mode 2 to
rlm@121 978 0xD3 ;D3C9 ; Mode 3.
rlm@120 979
rlm@121 980 0xC3 ;D3CA ; go back to beginning
rlm@121 981 0x1D ;D3CB
rlm@121 982 0xD3 ;D3CC
rlm@121 983 ;;End Mode 2
rlm@125 984
rlm@118 985
rlm@126 986 ;; Mode 3 -- set-start-point-low mode
rlm@126 987 ;; Final part of header for writing things to memory.
rlm@126 988 ;; User specifies the low bytes of 16 bit start-point.
rlm@126 989
rlm@126 990 ;; Set start-point-low to input-number;
rlm@126 991 ;; set current mode to 0x04
rlm@126 992 0xFA ;D3CD ; load input-number into A
rlm@126 993 0x52 ;D3CE
rlm@126 994 0xD3 ;D3CF
rlm@126 995
rlm@126 996 0xEA ;D3D0 ; load A into start-point-low
rlm@126 997 0x86 ;D3D1
rlm@126 998 0xD3 ;D3D2
rlm@126 999
rlm@126 1000 0x3E ;D3D3 ; load 0x04 into A.
rlm@126 1001 0x04 ;D3D4
rlm@126 1002
rlm@126 1003 0xEA ;D3D5 ; load A to current-mode,
rlm@126 1004 0x82 ;D3D6 ; advancing from Mode 3 to
rlm@126 1005 0xD3 ;D3D7 ; Mode 4.
rlm@126 1006
rlm@126 1007 0xC3 ;D3D8 ; go back to beginning
rlm@126 1008 0x1D ;D3D9
rlm@126 1009 0xD3 ;D3DA
rlm@126 1010
rlm@126 1011 ;; Mode 4 -- write bytes mode
rlm@125 1012
rlm@125 1013 ;; This is where RAM manipulation happens. User supplies
rlm@125 1014 ;; bytes every frame, which are written sequentially to
rlm@125 1015 ;; start-point until bytes-to-write have been written. Once
rlm@125 1016 ;; bytes-to-write have been written, the mode is reset to 0.
rlm@125 1017
rlm@125 1018 ;; compare bytes-written with bytes-to-write.
rlm@125 1019 ;; if they are the same, then reset mode to 0
rlm@125 1020
rlm@126 1021 0xFA ;D3DB ; load bytes-to-write into A
rlm@126 1022 0x83 ;D3DC
rlm@126 1023 0xD3 ;D3DD
rlm@127 1024
rlm@126 1025 0x47 ;D3DE ; load A into B
rlm@127 1026
rlm@126 1027 0xFA ;D3DF ; load bytes-written into A
rlm@126 1028 0x84 ;D3E0
rlm@126 1029 0xD3 ;D3E1
rlm@127 1030
rlm@126 1031 0xB8 ;D3E2 ; compare A with B
rlm@127 1032
rlm@126 1033 0xCA ;D3E3 ; if they are equal, go to cleanup
rlm@127 1034 0x07 ;D3E4
rlm@127 1035 0xD4 ;D3E5
rlm@125 1036
rlm@125 1037 ;; Write Memory Section
rlm@125 1038 ;; Write the input-number, interpreted as an 8-bit number,
rlm@125 1039 ;; into the current target register, determined by
rlm@125 1040 ;; (+ start-point bytes-written).
rlm@125 1041 ;; Then, increment bytes-written by 1.
rlm@125 1042
rlm@127 1043 0xFA ;D3E6 ; load start-point-high into A
rlm@127 1044 0x85 ;D3E7
rlm@127 1045 0xD3 ;D3E8
rlm@127 1046
rlm@127 1047 0x67 ;D3E9 ; load A into H
rlm@127 1048
rlm@127 1049 0xFA ;D3EA ; load start-point-low into A
rlm@127 1050 0x86 ;D3EB
rlm@127 1051 0xD3 ;D3EC
rlm@127 1052
rlm@127 1053 0x6F ;D3ED ; load A into L
rlm@127 1054
rlm@127 1055 0xFA ;D3EE ; load bytes-written into A
rlm@127 1056 0x84 ;D3EF
rlm@127 1057 0xD3 ;D3F0
rlm@127 1058
rlm@127 1059 0x00 ;D3F1 ; These are here because
rlm@127 1060 0x00 ;D3F2 ; I screwed up again.
rlm@125 1061 0x00 ;D3F3
rlm@125 1062
rlm@127 1063 0x85 ;D3F4 ; add L to A; store A in L.
rlm@127 1064 0x6F ;D3F5
rlm@121 1065
rlm@127 1066 0x30 ;D3F6 ; If the addition overflowed,
rlm@127 1067 0x01 ;D3F7
rlm@127 1068 0x24 ;D3F8 ; increment H.
rlm@118 1069
rlm@127 1070 ;; Now, HL points to the correct place in memory
rlm@127 1071
rlm@127 1072 0xFA ;D3F9 ; load input-number into A
rlm@127 1073 0x52 ;D3FA
rlm@127 1074 0xD3 ;D3FB
rlm@118 1075
rlm@127 1076 0x77 ;D3FC ; load A into (HL)
rlm@118 1077
rlm@127 1078 0xFA ;D3FD ; load bytes-written into A
rlm@127 1079 0x84 ;D3FE
rlm@127 1080 0xD3 ;D3FF
rlm@118 1081
rlm@127 1082 0x3C ;D400 ; increment A
rlm@127 1083
rlm@127 1084 0xEA ;D401 ; load A into bytes-written
rlm@127 1085 0x84 ;D402
rlm@127 1086 0xD3 ;D403
rlm@127 1087
rlm@127 1088 0xC3 ;D404 ; go back to beginning.
rlm@127 1089 0x1D ;D405
rlm@127 1090 0xD3 ;D406
rlm@127 1091 ;; End Write Memory Section
rlm@127 1092
rlm@127 1093 ;; Mode 4 Cleanup Section
rlm@127 1094 ;; reset bytes-written to 0
rlm@127 1095 ;; set mode to 0
rlm@127 1096 0x3E ;D407 ; load 0 into A
rlm@127 1097 0x00 ;D408
rlm@127 1098
rlm@127 1099 0xEA ;D409 ; load A into bytes-written
rlm@127 1100 0x84 ;D40A
rlm@127 1101 0xD3 ;D40B
rlm@127 1102
rlm@127 1103 0xEA ;D40C ; load A into current-mode
rlm@127 1104 0x82 ;D40D
rlm@127 1105 0xD3 ;D40E
rlm@127 1106
rlm@127 1107 0xC3 ;D40F ; go back to beginning
rlm@127 1108 0x1D ;D410
rlm@127 1109 0xD3 ;D411
rlm@127 1110
rlm@127 1111 ;; End Mode 4
rlm@118 1112
rlm@118 1113 ])
rlm@118 1114
rlm@118 1115
rlm@123 1116
rlm@118 1117 (def frame-count 0xD31F)
rlm@118 1118 (def input 0xD352)
rlm@127 1119 (def current-mode 0xD382)
rlm@127 1120 (def bytes-to-write 0xD383)
rlm@127 1121 (def bytes-written 0xD384)
rlm@127 1122 (def start-point-high 0xD385)
rlm@127 1123 (def start-point-low 0xD386)
rlm@126 1124
rlm@127 1125
rlm@118 1126
rlm@118 1127 (defn write-memory []
rlm@118 1128 (-> (tick (mid-game))
rlm@118 1129 (IE! 0) ; disable interrupts
rlm@118 1130 (inject-item-assembly (write-memory-assembly))))
rlm@119 1131
rlm@119 1132 (defn test-write-memory []
rlm@119 1133 (set-state! (write-memory))
rlm@119 1134 (dorun
rlm@119 1135 (dotimes [_ 5000]
rlm@119 1136 (view-memory (step @current-state) current-mode))))
rlm@122 1137
rlm@122 1138 (def bytes-to-write 0xD383)
rlm@122 1139 (def start-point 0xD384)
rlm@122 1140
rlm@125 1141 (defn print-blank-assembly
rlm@125 1142 [start end]
rlm@125 1143 (dorun
rlm@125 1144 (map
rlm@125 1145 #(println (format "0x00 ;%04X " %))
rlm@125 1146 (range start end))))
rlm@125 1147
rlm@122 1148 (defn test-mode-2 []
rlm@122 1149 (->
rlm@122 1150 (write-memory)
rlm@123 1151 (view-memory frame-count)
rlm@122 1152 (step)
rlm@122 1153 (step [:a])
rlm@122 1154 (step [:b])
rlm@122 1155 (step [:start])
rlm@122 1156 (step [])
rlm@123 1157 (view-memory frame-count)))
rlm@123 1158
rlm@128 1159 (defn test-mode-4
rlm@128 1160 ([] (test-mode-4 (write-memory)))
rlm@128 1161 ([target-state]
rlm@128 1162 (->
rlm@128 1163 target-state
rlm@128 1164 (#(do (println "memory from 0xC00F to 0xC01F:"
rlm@128 1165 (subvec (vec (memory %)) 0xC00F 0xC01F)) %))
rlm@128 1166 (view-memory current-mode)
rlm@128 1167 (step [])
rlm@128 1168 (step [])
rlm@128 1169 (step [])
rlm@128 1170 (#(do (println "after three steps") %))
rlm@128 1171 (view-memory current-mode)
rlm@127 1172
rlm@128 1173 ;; Activate memory writing mode
rlm@128 1174
rlm@128 1175 (#(do (println "step with [:a]") %))
rlm@128 1176 (step [:a])
rlm@128 1177 (view-memory current-mode)
rlm@128 1178 (view-memory bytes-to-write)
rlm@128 1179 (view-memory start-point-high)
rlm@128 1180 (view-memory start-point-low)
rlm@127 1181
rlm@128 1182 ;; Specify four bytes to be written
rlm@128 1183
rlm@128 1184 (#(do (println "step with [:select]")%))
rlm@128 1185 (step [:select])
rlm@128 1186 (view-memory current-mode)
rlm@128 1187 (view-memory bytes-to-write)
rlm@128 1188 (view-memory start-point-high)
rlm@128 1189 (view-memory start-point-low)
rlm@127 1190
rlm@128 1191 ;; Specify target memory address as 0xC00F
rlm@128 1192
rlm@128 1193 (#(do (println "step with [:u :d]")%))
rlm@128 1194 (step [:u :d])
rlm@128 1195 (view-memory current-mode)
rlm@128 1196 (view-memory bytes-to-write)
rlm@128 1197 (view-memory start-point-high)
rlm@128 1198 (view-memory start-point-low)
rlm@127 1199
rlm@128 1200 (#(do (println "step with [:a :b :start :select]")%))
rlm@128 1201 (step [:a :b :start :select])
rlm@128 1202 (view-memory current-mode)
rlm@128 1203 (view-memory bytes-to-write)
rlm@128 1204 (view-memory start-point-high)
rlm@128 1205 (view-memory start-point-low)
rlm@127 1206
rlm@128 1207 ;; Start reprogramming memory
rlm@127 1208
rlm@128 1209 (#(do (println "step with [:a]")%))
rlm@128 1210 (step [:a])
rlm@128 1211 (view-memory current-mode)
rlm@128 1212 (view-memory bytes-written)
rlm@127 1213
rlm@128 1214 (#(do (println "step with [:b]")%))
rlm@128 1215 (step [:b])
rlm@128 1216 (view-memory current-mode)
rlm@128 1217 (view-memory bytes-written)
rlm@127 1218
rlm@128 1219 (#(do (println "step with [:a :b]")%))
rlm@128 1220 (step [:a :b])
rlm@128 1221 (view-memory current-mode)
rlm@128 1222 (view-memory bytes-written)
rlm@127 1223
rlm@128 1224 (#(do (println "step with [:select]")%))
rlm@128 1225 (step [:select])
rlm@128 1226 (view-memory current-mode)
rlm@128 1227 (view-memory bytes-written)
rlm@127 1228
rlm@128 1229 ;; Reprogramming done, program ready for more commands.
rlm@127 1230
rlm@128 1231 (#(do (println "step with []")%))
rlm@128 1232 (step [])
rlm@128 1233 (view-memory current-mode)
rlm@128 1234 (view-memory bytes-written)
rlm@128 1235
rlm@128 1236 (#(do (println "memory from 0xC00F to 0xC01F:"
rlm@128 1237 (subvec (vec (memory %)) 0xC00F 0xC01F)) %)))))
rlm@123 1238