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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
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129
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130 (defn count-frames []
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131 (-> (tick (mid-game))
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132 (IE! 0) ; disable interrupts
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133 (inject-item-assembly
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134 [0x18 ;D31D ; jump over
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135 0x02 ;D31E ; the next 2 bytes
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136 0x00 ;D31F ; frame-count
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137 0x00 ;D320 ; v-blank-prev
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138
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139 0xFA ;D321
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140 0x41 ;D322 ; load (FF41) into A
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141 0xFF ;D323 ; this contains mode flags
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142
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143 ;; if we're in v-blank, the bit-1 is 0
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144 ;; and bit-2 is 1 Otherwise, it is not v-blank.
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145 0xCB ;D324 ; test bit-1 of A
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146 0x4F ;D325
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147
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148 0xC2 ;D326 ; if bit-1 is not 0
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149 0x44 ;D327 ; GOTO not-v-blank
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150 0xD3 ;D328
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151
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152 0xCB ;D329 ; test bit-0 of A
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153 0x47 ;D32A
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154
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155 0xCA ;D32B ; if bit-0 is not 1
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156 0x44 ;D32C ; GOTO not-v-blank
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157 0xD3 ;D32D
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158
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rlm@114
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159 ;;; in v-blank mode
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160
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161 ;; if v-blank-prev was 0,
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162 ;; increment frame-count
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163
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164 0xFA ;D32E ; load v-blank-prev to A
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165 0x20 ;D32F
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166 0xD3 ;D330
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167
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168 0xCB ;D331
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169 0x47 ;D332 ; test bit-0 of A
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170
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171 0x20 ;D333 ; skip next section
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172 0x07 ;D334 ; if v-blank-prev was not zero
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173
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174 ;; v-blank was 0, increment frame-count
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175 0xFA ;D335 ; load frame-count into A
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176 0x1F ;D336
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177 0xD3 ;D337
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178
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179 0x3C ;D338 ; inc A
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180
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181 0xEA ;D339 ; load A into frame-count
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182 0x1F ;D33A
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183 0xD3 ;D33B
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184
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185 ;; set v-blank-prev to 1
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186 0x3E ;D33C ; load 1 into A
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187 0x01 ;D33D
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188
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189 0xEA ;D33E ; load A into v-blank-prev
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190 0x20 ;D33F
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191 0xD3 ;D340
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192
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193 0xC3 ;D341 ; return to beginning
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194 0x1D ;D342
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195 0xD3 ;D343
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196
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197 ;;; not in v-blank mode
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198 ;; set v-blank-prev to 0
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199 0x3E ;D344 ; load 0 into A
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200 0x00 ;D345
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201
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202 0xEA ;D346 ; load A into v-blank-prev
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203 0x20 ;D347
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204 0xD3 ;D348
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205
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206 0xC3 ;D349 ; return to beginning
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207 0x1D ;D34A
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208 0xD3 ;D34B
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209
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210 ])))
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211
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212 (defn step-count-frames []
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213 (-> (read-down-button)
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214 (info)
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215 (tick) ;; skip over data section
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216 (info)
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217 (view-register "Register A" A)
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218 (tick) ;; load-data into A
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219 (view-register "Register A" A)
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220 (info)
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221 (view-memory 0xFF00)
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222 (tick) ;; load A into 0xFF00
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223 (view-memory 0xFF00)
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224 (info)
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225 (tick)
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226 (info)
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227 (tick)
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228 (info)
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229 (tick)
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230 (info)
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231 (tick)
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232 (info)
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233 (tick)
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234 (info)
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235 (tick)
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236 (print-inventory)))
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237
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238 ;;(defn test-read-down []
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239 ;; (= (view-memory (step (step (read-buttons) [:d])) 0xD328)
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240 ;; (view-memory (step (step (read-buttons))) 0xD328)))
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241
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242 (defn test-count-frames []
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243 (= 255 (aget (memory ((apply comp (repeat 255 step))
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244 (count-frames)))
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245 0xD31F)))
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246
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247
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248 (defn trace [state]
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249 (loop [program-counters []
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250 opcodes []]
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251 (let [frame-boundary?
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252 (com.aurellem.gb.Gb/tick)]
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253 (println (count opcodes))
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254 (if frame-boundary?
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255 [program-counters opcodes]
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256 (recur
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257 (conj program-counters
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258 (first (registers @current-state)))
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259 (conj opcodes
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260 (aget (memory @current-state)
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261 (PC @current-state))))))))
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262
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263 (defn good-trace []
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264 (-> (mid-game) (tick) (IE! 0)
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265 (set-inv-mem [0x00 0x00 0X00 0x00])
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266 (PC! item-list-start)(print-interrupt)
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267 (info) (tick) (info) (tick) (info)))
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268
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269 ;; specs for main bootstrap program
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270 ;; starts in "mode-select" mode
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271 ;; Each button press takes place in a single frame.
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272 ;; mode-select-mode takes one of the main buttons
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273 ;; which selects one of up to eight modes
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274 ;; mode 1 activated by the "A" button
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275 ;; the next two button presses indicates the start
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276 ;; memory location which to which the bootstrap
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277 ;; program will write.
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278 ;; This is done by using each of the eight buttons to
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279 ;; spell out an 8 bit number. The order of buttons is
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280 ;; [:d :u :l :r :start :select :b :a]
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281 ;; [:a :start :l] --> 00101001
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282
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283 ;; the next button press determines how many bytes are to be
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284 ;; written, starting at the start position.
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285
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286 ;; then, the actual bytes are entered and are written to the
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287 ;; start address in sequence.
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288
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289
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290
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291 (defn input-number []
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292 (-> (tick (mid-game))
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293 (IE! 0) ; disable interrupts
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294 (inject-item-assembly
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295 [0x18 ;D31D ; jump over
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296 0x02 ;D31E ; the next 2 bytes
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297 0x00 ;D31F ; frame-count
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298 0x00 ;D320 ; v-blank-prev
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299
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300 0xFA ;D321
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301 0x41 ;D322 ; load (FF41) into A
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302 0xFF ;D323 ; this contains mode flags
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303
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304 ;; if we're in v-blank, the bit-1 is 0
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305 ;; and bit-2 is 1 Otherwise, it is not v-blank.
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306 0xCB ;D324 ; test bit-1 of A
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307 0x4F ;D325
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308
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309 0xC2 ;D326 ; if bit-1 is not 0
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310 0x44 ;D327 ; GOTO not-v-blank
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311 0xD3 ;D328
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312
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313 0xCB ;D329 ; test bit-0 of A
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314 0x47 ;D32A
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315
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316 0xCA ;D32B ; if bit-0 is not 1
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317 0x44 ;D32C ; GOTO not-v-blank
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318 0xD3 ;D32D
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319
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rlm@115
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320 ;;; in v-blank mode
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321
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rlm@115
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322 ;; if v-blank-prev was 0,
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323 ;; increment frame-count
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324
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325 0xFA ;D32E ; load v-blank-prev to A
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326 0x20 ;D32F
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327 0xD3 ;D330
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328
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329 0xCB ;D331
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330 0x47 ;D332 ; test bit-0 of A
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331
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332 0x20 ;D333 ; skip next section
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333 0x07 ;D334 ; if v-blank-prev was not zero
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334
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335 ;; v-blank was 0, increment frame-count
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336 0xFA ;D335 ; load frame-count into A
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337 0x1F ;D336
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338 0xD3 ;D337
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339
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340 0x3C ;D338 ; inc A
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341
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342 0xEA ;D339 ; load A into frame-count
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343 0x1F ;D33A
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344 0xD3 ;D33B
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345
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346 ;; set v-blank-prev to 1
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347 0x3E ;D33C ; load 1 into A
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348 0x01 ;D33D
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349
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350 0xEA ;D33E ; load A into v-blank-prev
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351 0x20 ;D33F
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rlm@115
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352 0xD3 ;D340
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353
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354 0xC3 ;D341 ; GOTO input handling code
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355 0x4E ;D342
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356 0xD3 ;D343
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rlm@115
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357
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358 ;;; not in v-blank mode
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359 ;; set v-blank-prev to 0
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360 0x3E ;D344 ; load 0 into A
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361 0x00 ;D345
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362
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363 0xEA ;D346 ; load A into v-blank-prev
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364 0x20 ;D347
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rlm@115
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365 0xD3 ;D348
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rlm@115
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366
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367 0xC3 ;D349 ; return to beginning
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368 0x1D ;D34A
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369 0xD3 ;D34B
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370
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rlm@115
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371 0x00 ;D34C ; these are here
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rlm@115
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372 0x00 ;D34D ; for glue
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rlm@115
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373
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rlm@115
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374
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rlm@115
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375 ;;; calculate input number based on button presses
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rlm@115
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376 0x18 ;D34E ; skip next 3 bytes
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rlm@115
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377 0x03 ;D34F
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rlm@115
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378 ;D350
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rlm@115
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379 (Integer/parseInt "00100000" 2) ; select directional pad
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rlm@115
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380 ;D351
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rlm@115
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381 (Integer/parseInt "00010000" 2) ; select buttons
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rlm@115
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382 0x00 ;D352 ; input-number
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rlm@115
|
383
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rlm@115
|
384 ;; select directional pad, store low bits in B
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rlm@115
|
385
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rlm@115
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386 0xFA ;D353 ; load (D350) into A
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rlm@115
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387 0x50 ;D354 -->
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rlm@115
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388 0xD3 ;D355 --> D31F
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rlm@115
|
389
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rlm@115
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390 0xEA ;D356 ; load (A), which is
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rlm@115
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391 0x00 ;D357 --> ; 00010000, into FF00
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rlm@115
|
392 0xFF ;D358 --> FF00
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rlm@115
|
393
|
rlm@115
|
394 0x06 ;D359
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rlm@115
|
395 ;D35A
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rlm@116
|
396 (Integer/parseInt "11110000" 2) ; "11110000" -> B
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rlm@115
|
397 0xFA ;D35B ; (FF00) -> A
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rlm@115
|
398 0x00 ;D35C
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rlm@115
|
399 0xFF ;D35D
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rlm@115
|
400
|
rlm@115
|
401 0xCB ;D35E ; swap nybbles on A
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rlm@115
|
402 0x37 ;D35F
|
rlm@115
|
403 0xA0 ;D360 ; (AND A B) -> A
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rlm@115
|
404 0x47 ;D361 ; A -> B
|
rlm@115
|
405
|
rlm@115
|
406 ;; select buttons store bottom bits in C
|
rlm@115
|
407
|
rlm@115
|
408 0xFA ; ; load (D351) into A
|
rlm@115
|
409 0x51 ; -->
|
rlm@115
|
410 0xD3 ; --> D31F
|
rlm@115
|
411
|
rlm@115
|
412 0xEA ; ; load (A), which is
|
rlm@115
|
413 0x00 ; --> ; 00001000, into FF00
|
rlm@115
|
414 0xFF ; --> FF00
|
rlm@115
|
415
|
rlm@115
|
416 0x0E ;
|
rlm@116
|
417 (Integer/parseInt "00001111" 2) ; "00001111" -> C
|
rlm@115
|
418
|
rlm@115
|
419 0xFA ; ; (FF00) -> A
|
rlm@115
|
420 0x00 ;
|
rlm@115
|
421 0xFF ;
|
rlm@115
|
422
|
rlm@115
|
423 0xA1 ; ; (AND A C) -> A
|
rlm@115
|
424 0x4F ; ; A -> C
|
rlm@115
|
425
|
rlm@115
|
426
|
rlm@115
|
427 ;; combine the B and C registers into the input number
|
rlm@115
|
428 0x79 ; ; C -> A
|
rlm@115
|
429 0xB0 ; ; (OR A B) -> A
|
rlm@115
|
430 0x2F ; ; negate A
|
rlm@115
|
431
|
rlm@115
|
432 0xEA ; ; store A into input-number
|
rlm@115
|
433 0x52 ;
|
rlm@115
|
434 0xD3 ;
|
rlm@115
|
435
|
rlm@115
|
436 0xC3 ; ; return to beginning
|
rlm@115
|
437 0x1D ;
|
rlm@115
|
438 0xD3 ;
|
rlm@115
|
439 ])))
|
rlm@115
|
440
|
rlm@115
|
441 (defn print-listing [state begin end]
|
rlm@115
|
442 (dorun (map
|
rlm@115
|
443 (fn [opcode line]
|
rlm@115
|
444 (println (format "0x%04X: 0x%02X" line opcode)))
|
rlm@115
|
445 (subvec (vec (memory state)) begin end)
|
rlm@117
|
446 (range begin end)))
|
rlm@117
|
447 state)
|
rlm@115
|
448
|
rlm@117
|
449 (defn test-input-number
|
rlm@117
|
450 "Input freestyle buttons and observe the effects at the repl."
|
rlm@117
|
451 []
|
rlm@117
|
452 (set-state! (input-number))
|
rlm@117
|
453 (dotimes [_ 90000] (step (view-memory @current-state 0xD352))))
|
rlm@115
|
454
|
rlm@115
|
455
|
rlm@115
|
456
|
rlm@115
|
457
|