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