annotate clojure/com/aurellem/assembly.clj @ 123:c9a280b8bd1c

saving progress.
author Robert McIntyre <rlm@mit.edu>
date Sat, 17 Mar 2012 00:29:34 -0500
parents e85b53994fac
children f8dadd9478a5
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@110 69 (defn binary-str [num]
rlm@110 70 (format "%08d"
rlm@110 71 (Integer/parseInt
rlm@110 72 (Integer/toBinaryString num) 10)))
rlm@110 73
rlm@110 74 (defn view-register [state name reg-fn]
rlm@110 75 (println (format "%s: %s" name
rlm@110 76 (binary-str (reg-fn state))))
rlm@110 77 state)
rlm@110 78
rlm@107 79 (defn view-memory [state mem]
rlm@110 80 (println (format "mem 0x%04X = %s" mem
rlm@110 81 (binary-str (aget (memory state) mem))))
rlm@107 82 state)
rlm@107 83
rlm@118 84 (defn trace [state]
rlm@118 85 (loop [program-counters []
rlm@118 86 opcodes []]
rlm@118 87 (let [frame-boundary?
rlm@118 88 (com.aurellem.gb.Gb/tick)]
rlm@118 89 (println (count opcodes))
rlm@118 90 (if frame-boundary?
rlm@118 91 [program-counters opcodes]
rlm@118 92 (recur
rlm@118 93 (conj program-counters
rlm@118 94 (first (registers @current-state)))
rlm@118 95 (conj opcodes
rlm@118 96 (aget (memory @current-state)
rlm@118 97 (PC @current-state))))))))
rlm@118 98
rlm@118 99 (defn good-trace []
rlm@118 100 (-> (mid-game) (tick) (IE! 0)
rlm@118 101 (set-inv-mem [0x00 0x00 0X00 0x00])
rlm@118 102 (PC! item-list-start)(print-interrupt)
rlm@118 103 (info) (tick) (info) (tick) (info)))
rlm@118 104
rlm@113 105 (defn read-down-button []
rlm@110 106 (-> (tick (mid-game))
rlm@110 107 (IE! 0) ; disable interrupts
rlm@110 108 (inject-item-assembly
rlm@118 109 ;; write 00010000 to 0xFF00 to select joypad
rlm@118 110 [0x18 ;D31D ; jump over
rlm@118 111 0x01 ;D31E ; the next 8 bits
rlm@118 112 ;D31F
rlm@118 113 (Integer/parseInt "00100000" 2) ; data section
rlm@118 114
rlm@118 115 0xFA ;D320 ; load (D31F) into A
rlm@118 116 0x1F ;D321 -->
rlm@118 117 0xD3 ;D322 --> D31F
rlm@107 118
rlm@118 119 0xEA ;D323 ; load (A), which is
rlm@118 120 0x00 ;D324 --> ; 00010000, into FF00
rlm@118 121 0xFF ;D325 --> FF00
rlm@118 122
rlm@118 123 0x18 ;D326 ; this is the place where
rlm@118 124 0x01 ;D327 ; we will store whether
rlm@118 125 0x00 ;D328 ; "down" is pressed.
rlm@107 126
rlm@118 127 0xFA ;D329 ; (FF00) -> A
rlm@118 128 0x00 ;D32A
rlm@118 129 0xFF ;D32B
rlm@110 130
rlm@118 131 0xCB ;D32C ; Test whether "down"
rlm@118 132 0x5F ;D32D ; is pressed.
rlm@111 133
rlm@118 134 0x28 ;D32E ; if down is pressed,
rlm@118 135 0x03 ;D32F ; skip the next section
rlm@118 136 ; of code.
rlm@118 137 ;; down-is-not-pressed
rlm@118 138 0xC3 ;D330
rlm@118 139 0x1D ;D331 ; return to beginning
rlm@118 140 0xD3 ;D332
rlm@118 141
rlm@118 142 ;; down-is-pressed
rlm@118 143 0xEA ;D334 ; write A to D328 if
rlm@118 144 0x28 ;D335 ; "down" was pressed
rlm@118 145 0xD3 ;D336
rlm@111 146
rlm@118 147 0xC3 ;D330
rlm@118 148 0x1D ;D331 ; return to beginning
rlm@118 149 0xD3 ;D332
rlm@118 150 ])))
rlm@111 151
rlm@118 152 (defn test-read-down []
rlm@118 153 (= (view-memory (step (step (read-down-button) [:d])) 0xD328)
rlm@118 154 (view-memory (step (step (read-down-button))) 0xD328)))
rlm@113 155
rlm@113 156 (defn count-frames []
rlm@113 157 (-> (tick (mid-game))
rlm@113 158 (IE! 0) ; disable interrupts
rlm@113 159 (inject-item-assembly
rlm@113 160 [0x18 ;D31D ; jump over
rlm@113 161 0x02 ;D31E ; the next 2 bytes
rlm@113 162 0x00 ;D31F ; frame-count
rlm@113 163 0x00 ;D320 ; v-blank-prev
rlm@113 164
rlm@113 165 0xFA ;D321
rlm@113 166 0x41 ;D322 ; load (FF41) into A
rlm@113 167 0xFF ;D323 ; this contains mode flags
rlm@113 168
rlm@113 169 ;; if we're in v-blank, the bit-1 is 0
rlm@113 170 ;; and bit-2 is 1 Otherwise, it is not v-blank.
rlm@113 171 0xCB ;D324 ; test bit-1 of A
rlm@113 172 0x4F ;D325
rlm@113 173
rlm@113 174 0xC2 ;D326 ; if bit-1 is not 0
rlm@115 175 0x44 ;D327 ; GOTO not-v-blank
rlm@113 176 0xD3 ;D328
rlm@113 177
rlm@113 178 0xCB ;D329 ; test bit-0 of A
rlm@113 179 0x47 ;D32A
rlm@113 180
rlm@113 181 0xCA ;D32B ; if bit-0 is not 1
rlm@115 182 0x44 ;D32C ; GOTO not-v-blank
rlm@113 183 0xD3 ;D32D
rlm@114 184 ;;; in v-blank mode
rlm@113 185 ;; if v-blank-prev was 0,
rlm@113 186 ;; increment frame-count
rlm@113 187
rlm@113 188 0xFA ;D32E ; load v-blank-prev to A
rlm@113 189 0x20 ;D32F
rlm@113 190 0xD3 ;D330
rlm@113 191
rlm@113 192 0xCB ;D331
rlm@113 193 0x47 ;D332 ; test bit-0 of A
rlm@113 194
rlm@113 195 0x20 ;D333 ; skip next section
rlm@113 196 0x07 ;D334 ; if v-blank-prev was not zero
rlm@113 197
rlm@113 198 ;; v-blank was 0, increment frame-count
rlm@113 199 0xFA ;D335 ; load frame-count into A
rlm@113 200 0x1F ;D336
rlm@113 201 0xD3 ;D337
rlm@113 202
rlm@113 203 0x3C ;D338 ; inc A
rlm@113 204
rlm@113 205 0xEA ;D339 ; load A into frame-count
rlm@113 206 0x1F ;D33A
rlm@113 207 0xD3 ;D33B
rlm@113 208
rlm@114 209 ;; set v-blank-prev to 1
rlm@113 210 0x3E ;D33C ; load 1 into A
rlm@113 211 0x01 ;D33D
rlm@113 212
rlm@113 213 0xEA ;D33E ; load A into v-blank-prev
rlm@113 214 0x20 ;D33F
rlm@113 215 0xD3 ;D340
rlm@113 216
rlm@115 217 0xC3 ;D341 ; return to beginning
rlm@115 218 0x1D ;D342
rlm@115 219 0xD3 ;D343
rlm@113 220
rlm@114 221 ;;; not in v-blank mode
rlm@114 222 ;; set v-blank-prev to 0
rlm@115 223 0x3E ;D344 ; load 0 into A
rlm@115 224 0x00 ;D345
rlm@113 225
rlm@115 226 0xEA ;D346 ; load A into v-blank-prev
rlm@115 227 0x20 ;D347
rlm@115 228 0xD3 ;D348
rlm@115 229
rlm@115 230 0xC3 ;D349 ; return to beginning
rlm@115 231 0x1D ;D34A
rlm@115 232 0xD3 ;D34B
rlm@113 233 ])))
rlm@113 234
rlm@114 235 (defn step-count-frames []
rlm@113 236 (-> (read-down-button)
rlm@110 237 (info)
rlm@110 238 (tick) ;; skip over data section
rlm@110 239 (info)
rlm@110 240 (view-register "Register A" A)
rlm@110 241 (tick) ;; load-data into A
rlm@110 242 (view-register "Register A" A)
rlm@110 243 (info)
rlm@110 244 (view-memory 0xFF00)
rlm@110 245 (tick) ;; load A into 0xFF00
rlm@110 246 (view-memory 0xFF00)
rlm@111 247 (info)
rlm@111 248 (tick)
rlm@111 249 (info)
rlm@111 250 (tick)
rlm@111 251 (info)
rlm@111 252 (tick)
rlm@111 253 (info)
rlm@111 254 (tick)
rlm@111 255 (info)
rlm@111 256 (tick)
rlm@111 257 (info)
rlm@111 258 (tick)
rlm@111 259 (print-inventory)))
rlm@111 260
rlm@115 261 (defn test-count-frames []
rlm@115 262 (= 255 (aget (memory ((apply comp (repeat 255 step))
rlm@115 263 (count-frames)))
rlm@115 264 0xD31F)))
rlm@115 265
rlm@115 266 ;; specs for main bootstrap program
rlm@115 267 ;; starts in "mode-select" mode
rlm@115 268 ;; Each button press takes place in a single frame.
rlm@115 269 ;; mode-select-mode takes one of the main buttons
rlm@115 270 ;; which selects one of up to eight modes
rlm@115 271 ;; mode 1 activated by the "A" button
rlm@115 272 ;; the next two button presses indicates the start
rlm@115 273 ;; memory location which to which the bootstrap
rlm@115 274 ;; program will write.
rlm@115 275 ;; This is done by using each of the eight buttons to
rlm@115 276 ;; spell out an 8 bit number. The order of buttons is
rlm@116 277 ;; [:d :u :l :r :start :select :b :a]
rlm@116 278 ;; [:a :start :l] --> 00101001
rlm@114 279
rlm@115 280 ;; the next button press determines how many bytes are to be
rlm@115 281 ;; written, starting at the start position.
rlm@114 282
rlm@115 283 ;; then, the actual bytes are entered and are written to the
rlm@115 284 ;; start address in sequence.
rlm@114 285
rlm@118 286 (defn input-number-assembly []
rlm@118 287 [0x18 ;D31D ; jump over
rlm@118 288 0x02 ;D31E ; the next 2 bytes
rlm@118 289 0x00 ;D31F ; frame-count
rlm@118 290 0x00 ;D320 ; v-blank-prev
rlm@118 291
rlm@118 292 0xFA ;D321
rlm@118 293 0x41 ;D322 ; load (FF41) into A
rlm@118 294 0xFF ;D323 ; this contains mode flags
rlm@118 295
rlm@118 296 ;; if we're in v-blank, the bit-1 is 0
rlm@118 297 ;; and bit-2 is 1 Otherwise, it is not v-blank.
rlm@118 298 0xCB ;D324 ; test bit-1 of A
rlm@118 299 0x4F ;D325
rlm@114 300
rlm@118 301 0xC2 ;D326 ; if bit-1 is not 0
rlm@118 302 0x44 ;D327 ; GOTO not-v-blank
rlm@118 303 0xD3 ;D328
rlm@118 304
rlm@118 305 0xCB ;D329 ; test bit-0 of A
rlm@118 306 0x47 ;D32A
rlm@118 307
rlm@118 308 0xCA ;D32B ; if bit-0 is not 1
rlm@118 309 0x44 ;D32C ; GOTO not-v-blank
rlm@118 310 0xD3 ;D32D
rlm@118 311
rlm@118 312 ;;; in v-blank mode
rlm@118 313
rlm@118 314 ;; if v-blank-prev was 0,
rlm@118 315 ;; increment frame-count
rlm@118 316
rlm@118 317 0xFA ;D32E ; load v-blank-prev to A
rlm@118 318 0x20 ;D32F
rlm@118 319 0xD3 ;D330
rlm@118 320
rlm@118 321 0xCB ;D331
rlm@118 322 0x47 ;D332 ; test bit-0 of A
rlm@118 323
rlm@118 324 0x20 ;D333 ; skip next section
rlm@118 325 0x07 ;D334 ; if v-blank-prev was not zero
rlm@118 326
rlm@118 327 ;; v-blank was 0, increment frame-count
rlm@118 328 0xFA ;D335 ; load frame-count into A
rlm@118 329 0x1F ;D336
rlm@118 330 0xD3 ;D337
rlm@118 331
rlm@118 332 0x3C ;D338 ; inc A
rlm@118 333
rlm@118 334 0xEA ;D339 ; load A into frame-count
rlm@118 335 0x1F ;D33A
rlm@118 336 0xD3 ;D33B
rlm@118 337
rlm@118 338 ;; set v-blank-prev to 1
rlm@118 339 0x3E ;D33C ; load 1 into A
rlm@118 340 0x01 ;D33D
rlm@118 341
rlm@118 342 0xEA ;D33E ; load A into v-blank-prev
rlm@118 343 0x20 ;D33F
rlm@118 344 0xD3 ;D340
rlm@118 345
rlm@118 346 0xC3 ;D341 ; GOTO input handling code
rlm@118 347 0x4E ;D342
rlm@118 348 0xD3 ;D343
rlm@118 349
rlm@118 350 ;;; not in v-blank mode
rlm@118 351 ;; set v-blank-prev to 0
rlm@118 352 0x3E ;D344 ; load 0 into A
rlm@118 353 0x00 ;D345
rlm@118 354
rlm@118 355 0xEA ;D346 ; load A into v-blank-prev
rlm@118 356 0x20 ;D347
rlm@118 357 0xD3 ;D348
rlm@118 358
rlm@118 359 0xC3 ;D349 ; return to beginning
rlm@118 360 0x1D ;D34A
rlm@118 361 0xD3 ;D34B
rlm@118 362
rlm@118 363 0x00 ;D34C ; these are here
rlm@118 364 0x00 ;D34D ; for glue
rlm@118 365
rlm@118 366
rlm@118 367 ;;; calculate input number based on button presses
rlm@118 368 0x18 ;D34E ; skip next 3 bytes
rlm@118 369 0x03 ;D34F
rlm@118 370 ;D350
rlm@118 371 (Integer/parseInt "00100000" 2) ; select directional pad
rlm@118 372 ;D351
rlm@118 373 (Integer/parseInt "00010000" 2) ; select buttons
rlm@118 374 0x00 ;D352 ; input-number
rlm@118 375
rlm@118 376 ;; select directional pad, store low bits in B
rlm@118 377
rlm@118 378 0xFA ;D353 ; load (D350) into A
rlm@118 379 0x50 ;D354 -->
rlm@118 380 0xD3 ;D355 --> D31F
rlm@118 381
rlm@118 382 0xEA ;D356 ; load (A), which is
rlm@118 383 0x00 ;D357 --> ; 00010000, into FF00
rlm@118 384 0xFF ;D358 --> FF00
rlm@118 385
rlm@118 386 0x06 ;D359
rlm@118 387 ;D35A
rlm@118 388 (Integer/parseInt "11110000" 2) ; "11110000" -> B
rlm@118 389 0xFA ;D35B ; (FF00) -> A
rlm@118 390 0x00 ;D35C
rlm@118 391 0xFF ;D35D
rlm@118 392
rlm@118 393 0xCB ;D35E ; swap nybbles on A
rlm@118 394 0x37 ;D35F
rlm@118 395 0xA0 ;D360 ; (AND A B) -> A
rlm@118 396 0x47 ;D361 ; A -> B
rlm@118 397
rlm@118 398 ;; select buttons store bottom bits in C
rlm@118 399
rlm@118 400 0xFA ; ; load (D351) into A
rlm@118 401 0x51 ; -->
rlm@118 402 0xD3 ; --> D31F
rlm@118 403
rlm@118 404 0xEA ; ; load (A), which is
rlm@118 405 0x00 ; --> ; 00001000, into FF00
rlm@118 406 0xFF ; --> FF00
rlm@118 407
rlm@118 408 0x0E ;
rlm@118 409 (Integer/parseInt "00001111" 2) ; "00001111" -> C
rlm@118 410
rlm@118 411 0xFA ; ; (FF00) -> A
rlm@118 412 0x00 ;
rlm@118 413 0xFF ;
rlm@118 414
rlm@118 415 0xA1 ; ; (AND A C) -> A
rlm@118 416 0x4F ; ; A -> C
rlm@118 417
rlm@118 418 ;; combine the B and C registers into the input number
rlm@118 419 0x79 ; ; C -> A
rlm@118 420 0xB0 ; ; (OR A B) -> A
rlm@118 421 0x2F ; ; negate A
rlm@118 422
rlm@118 423 0xEA ; ; store A into input-number
rlm@118 424 0x52 ;
rlm@118 425 0xD3 ;
rlm@118 426
rlm@118 427 0xC3 ; ; return to beginning
rlm@118 428 0x1D ;
rlm@118 429 0xD3 ;
rlm@118 430 ])
rlm@114 431
rlm@115 432 (defn input-number []
rlm@115 433 (-> (tick (mid-game))
rlm@115 434 (IE! 0) ; disable interrupts
rlm@118 435 (inject-item-assembly (input-number-assembly))))
rlm@115 436
rlm@117 437 (defn test-input-number
rlm@117 438 "Input freestyle buttons and observe the effects at the repl."
rlm@117 439 []
rlm@117 440 (set-state! (input-number))
rlm@117 441 (dotimes [_ 90000] (step (view-memory @current-state 0xD352))))
rlm@115 442
rlm@118 443 (defn write-memory-assembly []
rlm@123 444 [
rlm@123 445 ;; Main Timing Loop
rlm@123 446 ;; Constantly check for v-blank and Trigger main state machine on
rlm@123 447 ;; every transtion from v-blank to non-v-blank.
rlm@118 448
rlm@123 449 0x18 ; D31D ; Variable declaration
rlm@123 450 0x02 ; D31E
rlm@123 451 0x00 ; D31F ; frame-count
rlm@123 452 0x00 ; D320 ; v-blank-prev
rlm@123 453
rlm@123 454 0xFA ; D321 ; load v-blank mode flags into A
rlm@123 455 0x41 ; D322
rlm@123 456 0xFF ; D323
rlm@123 457
rlm@123 458 ;; Branch dependent on v-blank. v-blank happens when the last two
rlm@123 459 ;; bits in A are "01"
rlm@123 460 0xCB ; D324
rlm@123 461 0x4F ; D325
rlm@123 462
rlm@123 463 0xC2 ; D326 ; if bit-1 is not 0, then
rlm@123 464 0x44 ; D327 ; GOTO non-v-blank.
rlm@123 465 0xD3 ; D328
rlm@123 466
rlm@123 467 0xCB ; D329
rlm@123 468 0x47 ; D32A
rlm@123 469
rlm@123 470 0xCA ; D32B ; if bit-0 is not 1, then
rlm@123 471 0x44 ; D32C ; GOTO non-v-blank.
rlm@123 472 0xD3 ; D32D
rlm@123 473
rlm@123 474 ;; V-Blank
rlm@123 475 ;; Activate state-machine if this is a transition event.
rlm@123 476
rlm@123 477 0xFA ; D32E ; load v-bank-prev into A
rlm@123 478 0x20 ; D32F
rlm@123 479 0xD3 ; D330
rlm@123 480
rlm@123 481 0xFE ; D331 ; compare A to 0.
rlm@123 482 0x00 ; D332
rlm@123 483
rlm@123 484 ;; set v-blank-prev to 1.
rlm@123 485 0x3E ; D333 ; load 1 into A.
rlm@123 486 0x01 ; D334
rlm@118 487
rlm@123 488 0xEA ; D335 ; load A into v-blank-prev
rlm@123 489 0x20 ; D336
rlm@123 490 0xD3 ; D337
rlm@115 491
rlm@123 492 ;; if v-blank-prev was 0, activate state-machine
rlm@123 493 0xC2 ; D338 ; if v-blank-prev
rlm@123 494 0x46 ; D339 ; was 0,
rlm@123 495 0xD3 ; D33A ; GOTO state-machine
rlm@123 496
rlm@123 497 0xC3 ; D33B
rlm@123 498 0x1D ; D33C
rlm@123 499 0xD3 ; D33D ; GOTO beginning
rlm@123 500 ;; END V-blank
rlm@123 501
rlm@123 502 ;; Non-V-Blank
rlm@123 503 ;; Set v-blank-prev to 0
rlm@123 504 0x3E ; D33E ; load 0 into A
rlm@123 505 0x00 ; D33F
rlm@123 506
rlm@123 507 0xEA ; D340 ; load A into v-blank-prev
rlm@123 508 0x20 ; D341
rlm@123 509 0xD3 ; D342
rlm@118 510
rlm@123 511 0xC3 ; D343
rlm@123 512 0x1D ; D344
rlm@123 513 0xD3 ; D345 ; GOTO beginning
rlm@123 514 ;; END Not-V-Blank
rlm@115 515
rlm@123 516 ;; Main State Machine -- Input Section
rlm@123 517 ;; This is called once every frame.
rlm@123 518 ;; It collects input and uses it to drive the
rlm@123 519 ;; state transitions.
rlm@123 520
rlm@123 521 ;; Increment frame-count
rlm@123 522 0xFA ; D346 ; load frame-count into A
rlm@123 523 0x1F ; D347
rlm@123 524 0xD3 ; D348
rlm@118 525
rlm@123 526 0x3C ; D349 ; inc A
rlm@115 527
rlm@123 528 0xEA ; D34A
rlm@123 529 0x1F ; D34B ; load A into frame-count
rlm@123 530 0xD3 ; D34C
rlm@118 531
rlm@123 532 0x00 ; D34D ; glue :)
rlm@123 533
rlm@123 534
rlm@123 535 ;;;;;;;;; BEGIN RLM DEBUG
rlm@123 536 0xC3 ;; jump to beginning
rlm@123 537 0x1D
rlm@123 538 0xD3
rlm@118 539
rlm@123 540 ;;;;;;;;; END RLM DEBUG
rlm@118 541
rlm@118 542
rlm@118 543 0x18 ;D34E ; skip next 3 bytes
rlm@118 544 0x03 ;D34F
rlm@123 545 ;D350
rlm@118 546 (Integer/parseInt "00100000" 2) ; select directional pad
rlm@123 547 ;D351
rlm@118 548 (Integer/parseInt "00010000" 2) ; select buttons
rlm@118 549 0x00 ;D352 ; input-number
rlm@118 550
rlm@123 551 ;; select directional pad; store low bits in B
rlm@118 552
rlm@118 553 0xFA ;D353 ; load (D350) into A
rlm@118 554 0x50 ;D354 -->
rlm@123 555 0xD3 ;D355 --> D350
rlm@118 556
rlm@118 557 0xEA ;D356 ; load (A), which is
rlm@118 558 0x00 ;D357 --> ; 00010000, into FF00
rlm@118 559 0xFF ;D358 --> FF00
rlm@118 560
rlm@118 561 0x06 ;D359
rlm@123 562 ;D35A
rlm@118 563 (Integer/parseInt "11110000" 2) ; "11110000" -> B
rlm@118 564 0xFA ;D35B ; (FF00) -> A
rlm@118 565 0x00 ;D35C
rlm@118 566 0xFF ;D35D
rlm@118 567
rlm@118 568 0xCB ;D35E ; swap nybbles on A
rlm@118 569 0x37 ;D35F
rlm@118 570 0xA0 ;D360 ; (AND A B) -> A
rlm@118 571 0x47 ;D361 ; A -> B
rlm@118 572
rlm@123 573 ;; select buttons; store bottom bits in C
rlm@118 574
rlm@118 575 0xFA ;D362 ; load (D351) into A
rlm@118 576 0x51 ;D363 -->
rlm@123 577 0xD3 ;D364 --> D351
rlm@118 578
rlm@118 579 0xEA ;D365 ; load (A), which is
rlm@118 580 0x00 ;D366 --> ; 00001000, into FF00
rlm@118 581 0xFF ;D367 --> FF00
rlm@118 582
rlm@118 583 0x0E ;D368
rlm@118 584 ;D369
rlm@118 585 (Integer/parseInt "00001111" 2) ; "00001111" -> C
rlm@118 586
rlm@118 587 0xFA ;D36A ; (FF00) -> A
rlm@118 588 0x00 ;D36B
rlm@118 589 0xFF ;D36C
rlm@118 590
rlm@118 591 0xA1 ;D36D ; (AND A C) -> A
rlm@118 592 0x4F ;D36E ; A -> C
rlm@118 593
rlm@118 594 ;; combine the B and C registers into the input number
rlm@118 595 0x79 ;D36F ; C -> A
rlm@118 596 0xB0 ;D370 ; (OR A B) -> A
rlm@118 597 0x2F ;D371 ; negate A
rlm@118 598
rlm@118 599 0xEA ;D372 ; store A into input-number
rlm@118 600 0x52 ;D373
rlm@118 601 0xD3 ;D374
rlm@118 602
rlm@123 603 0xC3 ;D375 ; secret jump :)
rlm@123 604 0x1D ;D376
rlm@118 605 0xD3 ;D377
rlm@118 606 0x00 ;D378
rlm@118 607 0x00 ;D379
rlm@118 608 0x00 ;D37A
rlm@118 609 0x00 ;D37B ; these are here because
rlm@118 610 0x00 ;D37C ; I messed up :(
rlm@118 611 0x00 ;D37D
rlm@118 612 0x00 ;D37E
rlm@118 613 0x00 ;D37F
rlm@118 614
rlm@118 615 ;; beginning of main state machine
rlm@118 616 0x18 ;D380 ; Declaration of variables
rlm@118 617 0x05 ;D381 ; 5 variables:
rlm@118 618 0x00 ;D382 ; current-mode
rlm@122 619 0x00 ;D383 ; bytes-to-write
rlm@121 620 0x00 ;D384 ; start-point
rlm@118 621 0x00 ;D385 ; unused
rlm@118 622 0x00 ;D386 ; unused
rlm@118 623
rlm@118 624
rlm@118 625 ;; banch on current mode
rlm@118 626 0xFA ;D387 ; load current-mode (0xD382)
rlm@118 627 0x82 ;D388 ; into A
rlm@118 628 0xD3 ;D389
rlm@118 629 0x00 ;D38A
rlm@118 630
rlm@120 631
rlm@120 632 ;; GOTO Mode 0 (input-mode) if current-mode is 0
rlm@118 633 0xFE ;D38B
rlm@118 634 0x00 ;D38C ; compare A with 0x00
rlm@118 635
rlm@120 636 0xCA ;D38D ; goto Mode 0 if A == 0
rlm@118 637 0xA8 ;D38E
rlm@118 638 0xD3 ;D38F
rlm@118 639
rlm@121 640 ;; GOTO Mode 1 (set-length) if current-mode is 1
rlm@120 641 0xFE ;D390
rlm@120 642 0x01 ;D391 ; compare A with 0x01
rlm@120 643
rlm@120 644 0xCA ;D392
rlm@120 645 0xB1 ;D393
rlm@120 646 0xD3 ;D394 ; goto Mode 1 if A == 1
rlm@120 647
rlm@121 648 ;; GOTO Mode 2 (set-start-point) if current mode is 2
rlm@121 649 0xFE ;D395
rlm@121 650 0x02 ;D396 ; compare A with 0x02
rlm@121 651
rlm@121 652 0xCA ;D397
rlm@121 653 0xBF ;D398
rlm@121 654 0xD3 ;D399 ; goto Mode 2 if A == 2
rlm@121 655
rlm@118 656 0x00 ;D39A
rlm@118 657 0x00 ;D39B
rlm@118 658 0x00 ;D39C
rlm@118 659 0x00 ;D39D
rlm@118 660 0x00 ;D39E
rlm@118 661 0x00 ;D39F
rlm@118 662 0x00 ;D3A0
rlm@118 663 0x00 ;D3A1
rlm@118 664 0x00 ;D3A2
rlm@118 665 0x00 ;D3A3
rlm@118 666 0x00 ;D3A4
rlm@118 667 ;; End of Mode checking, goto beginning
rlm@118 668 0xC3 ;D3A5
rlm@118 669 0x1D ;D3A6
rlm@118 670 0xD3 ;D3A7
rlm@120 671
rlm@120 672
rlm@120 673 ;; Mode 0 -- input-mode mode
rlm@120 674 ;; means that we are waiting for a mode, so set the mode to
rlm@120 675 ;; whatever is currently in input-number. If nothing is
rlm@120 676 ;; entered, then the program stays in input-mode mode
rlm@120 677
rlm@118 678 ;; set current-mode to input-number
rlm@118 679 0xFA ;D3A8 ; load input-number (0xD352)
rlm@118 680 0x52 ;D3A9 ; into A
rlm@118 681 0xD3 ;D3AA
rlm@118 682
rlm@118 683 0xEA ;D3AB ; load A into current-mode
rlm@118 684 0x82 ;D3AC ; (0xD382)
rlm@118 685 0xD3 ;D3AD
rlm@118 686
rlm@118 687 0xC3 ;D3AE ; go back to beginning
rlm@118 688 0x1D ;D3AF
rlm@118 689 0xD3 ;D3B0
rlm@120 690 ;; End Mode 0
rlm@118 691
rlm@120 692
rlm@121 693 ;; Mode 1 -- set-length mode
rlm@121 694 ;; This is the header for writing things to memory.
rlm@121 695 ;; User specifies the number of bytes to write.
rlm@120 696 ;; Mode is auto advanced to Mode 2 after this mode
rlm@120 697 ;; completes.
rlm@120 698
rlm@121 699 ;; Set bytes left to write to input-number;
rlm@120 700 ;; set current-mode to 0x02.
rlm@120 701 0xFA ;D3B1 ; load input-number (0xD352)
rlm@120 702 0x52 ;D3B2 ; into A
rlm@120 703 0xD3 ;D3B3
rlm@120 704
rlm@120 705 0xEA ;D3B4 ; load A into bytes-left-to-write
rlm@120 706 0x83 ;D3B5 ; (0xD383)
rlm@120 707 0xD3 ;D3B6
rlm@120 708
rlm@121 709 0x3E ;D3B7 ; load 0x02 into A.
rlm@120 710 0x02 ;D3B8
rlm@120 711
rlm@120 712 0xEA ;D3B9 ; load A to current-mode
rlm@120 713 0x82 ;D3BA ; advancing from Mode 1 to
rlm@120 714 0xD3 ;D3BB ; Mode 2
rlm@120 715
rlm@120 716 0xC3 ;D3BC ; go back to beginning
rlm@120 717 0x1D ;D3BD
rlm@120 718 0xD3 ;D3BE
rlm@120 719 ;; End Mode 1
rlm@121 720
rlm@121 721
rlm@121 722 ;; Mode 2 -- set start-point mode
rlm@121 723 ;; Final part of the header for writing things to memory.
rlm@121 724 ;; User specifies the start location in RAM to which
rlm@121 725 ;; data will be written.
rlm@121 726 ;; Mode is auto advanced to Mode 3 after this mode completes.
rlm@121 727
rlm@121 728 ;; Set start-point to input-number;
rlm@121 729 ;; set current mode to 0x03.
rlm@121 730 0xFA ;D3BF ; load input-number (0xD352)
rlm@121 731 0x52 ;D3C0 ; into A
rlm@121 732 0xD3 ;D3C1
rlm@121 733
rlm@121 734 0xEA ;D3C2 ; load A into start-point
rlm@121 735 0x84 ;D3C3 ; (0xD384)
rlm@121 736 0xD3 ;D3C4
rlm@121 737
rlm@121 738 0x3E ;D3C5 ; load 0x03 into A.
rlm@121 739 0x03 ;D3C6
rlm@121 740
rlm@121 741 0xEA ;D3C7 ; load A to current-mode,
rlm@121 742 0x82 ;D3C8 ; advancing from Mode 2 to
rlm@121 743 0xD3 ;D3C9 ; Mode 3.
rlm@120 744
rlm@121 745 0xC3 ;D3CA ; go back to beginning
rlm@121 746 0x1D ;D3CB
rlm@121 747 0xD3 ;D3CC
rlm@121 748 ;;End Mode 2
rlm@121 749
rlm@118 750 0x00 ;D3CD
rlm@118 751 0x00 ;D3CE
rlm@118 752 0x00 ;D3CF
rlm@118 753 0x00 ;D3D0
rlm@118 754 0x00 ;D3D1
rlm@118 755 0x00 ;D3D2
rlm@118 756 0x00 ;D3D3
rlm@118 757 0x00 ;D3D4
rlm@118 758 0x00 ;D3D5
rlm@118 759 0x00 ;D3D6
rlm@118 760
rlm@121 761 ;; Mode 3 -- write bytes mode
rlm@121 762 ;; This is where RAM manipulation happens.
rlm@121 763 ;; User supplies bytes every frame, which are written
rlm@121 764 ;; sequentially to
rlm@121 765
rlm@118 766
rlm@118 767
rlm@118 768
rlm@118 769 0xC3 ; ; Complete Loop
rlm@118 770 0x1D ;
rlm@118 771 0xD3 ;
rlm@118 772
rlm@118 773
rlm@118 774
rlm@118 775 ])
rlm@118 776
rlm@118 777
rlm@123 778
rlm@118 779 (def frame-count 0xD31F)
rlm@118 780 (def input 0xD352)
rlm@118 781 (def current-mode 0xD382)
rlm@118 782
rlm@118 783 (defn write-memory []
rlm@118 784 (-> (tick (mid-game))
rlm@118 785 (IE! 0) ; disable interrupts
rlm@118 786 (inject-item-assembly (write-memory-assembly))))
rlm@119 787
rlm@119 788 (defn test-write-memory []
rlm@119 789 (set-state! (write-memory))
rlm@119 790 (dorun
rlm@119 791 (dotimes [_ 5000]
rlm@119 792 (view-memory (step @current-state) current-mode))))
rlm@122 793
rlm@122 794 (def bytes-to-write 0xD383)
rlm@122 795 (def start-point 0xD384)
rlm@122 796
rlm@122 797 (defn test-mode-2 []
rlm@122 798 (->
rlm@122 799 (write-memory)
rlm@123 800 (view-memory frame-count)
rlm@122 801 (step)
rlm@122 802 (step [:a])
rlm@122 803 (step [:b])
rlm@122 804 (step [:start])
rlm@122 805 (step [])
rlm@123 806 (view-memory frame-count)))
rlm@123 807
rlm@123 808
rlm@123 809
rlm@123 810