Mercurial > vba-clojure
view clojure/com/aurellem/assembly.clj @ 129:5e4feb77f2d8
removed literal 0xFFs from assembly code since they interfere with the item-list.
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Sat, 17 Mar 2012 19:25:38 -0500 |
parents | 203d64e16156 |
children | 69f241de436d |
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1 (ns com.aurellem.assembly2 (: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-assembly9 ([^SaveState state10 program-counter registers11 assembly-code]12 (let [scratch-memory (memory state)]13 ;; inject assembly code14 (dorun (map (fn [index val]15 (aset scratch-memory index val))16 (range program-counter17 (+ program-counter (count assembly-code)))18 assembly-code))19 (-> state20 (write-memory! scratch-memory)21 (write-registers! registers)22 (PC! program-counter)))))24 (defn inject-item-assembly25 ([^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 info33 ([^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-interrupt40 [^SaveState state]41 (println (format "IE: %d" (IE state)))42 state)44 (defn print-listing [state begin end]45 (dorun (map46 (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-assembly53 ([info-fn assembly n]54 (let [final-state55 (reduce (fn [state _]56 (tick (info-fn state)))57 (inject-item-assembly58 (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/parseInt78 (Integer/toBinaryString num) 10)))80 (defn view-register [state name reg-fn]81 (println (format "%s: %s" name82 (binary-str (reg-fn state))))83 state)85 (defn view-memory [state mem]86 (println (format "mem 0x%04X = %s" mem87 (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 (recur98 (conj program-counters99 (first (registers @current-state)))100 (conj opcodes101 (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 interrupts119 (inject-item-assembly120 ;; write 00010000 to 0xFF00 to select joypad121 [0x18 ;D31D ; jump over122 0x01 ;D31E ; the next 8 bits123 ;D31F124 (Integer/parseInt "00100000" 2) ; data section126 0xFA ;D320 ; load (D31F) into A127 0x1F ;D321 -->128 0xD3 ;D322 --> D31F130 0xEA ;D323 ; load (A), which is131 0x00 ;D324 --> ; 00010000, into FF00132 0xFF ;D325 --> FF00134 0x18 ;D326 ; this is the place where135 0x01 ;D327 ; we will store whether136 0x00 ;D328 ; "down" is pressed.138 0xFA ;D329 ; (FF00) -> A139 0x00 ;D32A140 0xFF ;D32B142 0xCB ;D32C ; Test whether "down"143 0x5F ;D32D ; is pressed.145 0x28 ;D32E ; if down is pressed,146 0x03 ;D32F ; skip the next section147 ; of code.148 ;; down-is-not-pressed149 0xC3 ;D330150 0x1D ;D331 ; return to beginning151 0xD3 ;D332153 ;; down-is-pressed154 0xEA ;D334 ; write A to D328 if155 0x28 ;D335 ; "down" was pressed156 0xD3 ;D336158 0xC3 ;D330159 0x1D ;D331 ; return to beginning160 0xD3 ;D332161 ])))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 interrupts170 (inject-item-assembly171 [0x18 ;D31D ; jump over172 0x02 ;D31E ; the next 2 bytes173 0x00 ;D31F ; frame-count174 0x00 ;D320 ; v-blank-prev176 0xFA ;D321177 0x41 ;D322 ; load (FF41) into A178 0xFF ;D323 ; this contains mode flags180 ;; if we're in v-blank, the bit-1 is 0181 ;; and bit-2 is 1 Otherwise, it is not v-blank.182 0xCB ;D324 ; test bit-1 of A183 0x4F ;D325185 0xC2 ;D326 ; if bit-1 is not 0186 0x44 ;D327 ; GOTO not-v-blank187 0xD3 ;D328189 0xCB ;D329 ; test bit-0 of A190 0x47 ;D32A192 0xCA ;D32B ; if bit-0 is not 1193 0x44 ;D32C ; GOTO not-v-blank194 0xD3 ;D32D195 ;;; in v-blank mode196 ;; if v-blank-prev was 0,197 ;; increment frame-count199 0xFA ;D32E ; load v-blank-prev to A200 0x20 ;D32F201 0xD3 ;D330203 0xCB ;D331204 0x47 ;D332 ; test bit-0 of A206 0x20 ;D333 ; skip next section207 0x07 ;D334 ; if v-blank-prev was not zero209 ;; v-blank was 0, increment frame-count210 0xFA ;D335 ; load frame-count into A211 0x1F ;D336212 0xD3 ;D337214 0x3C ;D338 ; inc A216 0xEA ;D339 ; load A into frame-count217 0x1F ;D33A218 0xD3 ;D33B220 ;; set v-blank-prev to 1221 0x3E ;D33C ; load 1 into A222 0x01 ;D33D224 0xEA ;D33E ; load A into v-blank-prev225 0x20 ;D33F226 0xD3 ;D340228 0xC3 ;D341 ; return to beginning229 0x1D ;D342230 0xD3 ;D343232 ;;; not in v-blank mode233 ;; set v-blank-prev to 0234 0x3E ;D344 ; load 0 into A235 0x00 ;D345237 0xEA ;D346 ; load A into v-blank-prev238 0x20 ;D347239 0xD3 ;D348241 0xC3 ;D349 ; return to beginning242 0x1D ;D34A243 0xD3 ;D34B244 ])))246 (defn step-count-frames []247 (-> (read-down-button)248 (info)249 (tick) ;; skip over data section250 (info)251 (view-register "Register A" A)252 (tick) ;; load-data into A253 (view-register "Register A" A)254 (info)255 (view-memory 0xFF00)256 (tick) ;; load A into 0xFF00257 (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 program278 ;; starts in "mode-select" mode279 ;; Each button press takes place in a single frame.280 ;; mode-select-mode takes one of the main buttons281 ;; which selects one of up to eight modes282 ;; mode 1 activated by the "A" button283 ;; the next two button presses indicates the start284 ;; memory location which to which the bootstrap285 ;; program will write.286 ;; This is done by using each of the eight buttons to287 ;; spell out an 8 bit number. The order of buttons is288 ;; [:d :u :l :r :start :select :b :a]289 ;; [:a :start :l] --> 00101001291 ;; the next button press determines how many bytes are to be292 ;; written, starting at the start position.294 ;; then, the actual bytes are entered and are written to the295 ;; start address in sequence.297 (defn input-number-assembly []298 [0x18 ;D31D ; jump over299 0x02 ;D31E ; the next 2 bytes300 0x00 ;D31F ; frame-count301 0x00 ;D320 ; v-blank-prev303 0xFA ;D321304 0x41 ;D322 ; load (FF41) into A305 0xFF ;D323 ; this contains mode flags307 ;; if we're in v-blank, the bit-1 is 0308 ;; and bit-2 is 1 Otherwise, it is not v-blank.309 0xCB ;D324 ; test bit-1 of A310 0x4F ;D325312 0xC2 ;D326 ; if bit-1 is not 0313 0x44 ;D327 ; GOTO not-v-blank314 0xD3 ;D328316 0xCB ;D329 ; test bit-0 of A317 0x47 ;D32A319 0xCA ;D32B ; if bit-0 is not 1320 0x44 ;D32C ; GOTO not-v-blank321 0xD3 ;D32D323 ;;; in v-blank mode325 ;; if v-blank-prev was 0,326 ;; increment frame-count328 0xFA ;D32E ; load v-blank-prev to A329 0x20 ;D32F330 0xD3 ;D330332 0xCB ;D331333 0x47 ;D332 ; test bit-0 of A335 0x20 ;D333 ; skip next section336 0x07 ;D334 ; if v-blank-prev was not zero338 ;; v-blank was 0, increment frame-count339 0xFA ;D335 ; load frame-count into A340 0x1F ;D336341 0xD3 ;D337343 0x3C ;D338 ; inc A345 0xEA ;D339 ; load A into frame-count346 0x1F ;D33A347 0xD3 ;D33B349 ;; set v-blank-prev to 1350 0x3E ;D33C ; load 1 into A351 0x01 ;D33D353 0xEA ;D33E ; load A into v-blank-prev354 0x20 ;D33F355 0xD3 ;D340357 0xC3 ;D341 ; GOTO input handling code358 0x4E ;D342359 0xD3 ;D343361 ;;; not in v-blank mode362 ;; set v-blank-prev to 0363 0x3E ;D344 ; load 0 into A364 0x00 ;D345366 0xEA ;D346 ; load A into v-blank-prev367 0x20 ;D347368 0xD3 ;D348370 0xC3 ;D349 ; return to beginning371 0x1D ;D34A372 0xD3 ;D34B374 0x00 ;D34C ; these are here375 0x00 ;D34D ; for glue378 ;;; calculate input number based on button presses379 0x18 ;D34E ; skip next 3 bytes380 0x03 ;D34F381 ;D350382 (Integer/parseInt "00100000" 2) ; select directional pad383 ;D351384 (Integer/parseInt "00010000" 2) ; select buttons385 0x00 ;D352 ; input-number387 ;; select directional pad, store low bits in B389 0xFA ;D353 ; load (D350) into A390 0x50 ;D354 -->391 0xD3 ;D355 --> D31F393 0xEA ;D356 ; load (A), which is394 0x00 ;D357 --> ; 00010000, into FF00395 0xFF ;D358 --> FF00397 0x06 ;D359398 ;D35A399 (Integer/parseInt "11110000" 2) ; "11110000" -> B400 0xFA ;D35B ; (FF00) -> A401 0x00 ;D35C402 0xFF ;D35D404 0xCB ;D35E ; swap nybbles on A405 0x37 ;D35F406 0xA0 ;D360 ; (AND A B) -> A407 0x47 ;D361 ; A -> B409 ;; select buttons store bottom bits in C411 0xFA ; ; load (D351) into A412 0x51 ; -->413 0xD3 ; --> D31F415 0xEA ; ; load (A), which is416 0x00 ; --> ; 00001000, into FF00417 0xFF ; --> FF00419 0x0E ;420 (Integer/parseInt "00001111" 2) ; "00001111" -> C422 0xFA ; ; (FF00) -> A423 0x00 ;424 0xFF ;426 0xA1 ; ; (AND A C) -> A427 0x4F ; ; A -> C429 ;; combine the B and C registers into the input number430 0x79 ; ; C -> A431 0xB0 ; ; (OR A B) -> A432 0x2F ; ; negate A434 0xEA ; ; store A into input-number435 0x52 ;436 0xD3 ;438 0xC3 ; ; return to beginning439 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-tick453 ([state]454 (-> state print-pc print-op tick)))456 (defn input-number []457 (-> (tick (mid-game))458 (IE! 0) ; disable interrupts459 (inject-item-assembly (input-number-assembly))))461 (defn test-input-number462 "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))))467 (defn d2 []468 (->469 (write-mem-dyl)470 (view-memory 0xD31F)471 step step step step step472 (view-memory 0xD31F)))474 (defn dylan []475 (->476 (write-mem-dyl)477 (tick)478 (tick)479 (tick)480 (tick)481 (tick)482 (tick)483 (tick)484 (tick)485 (tick)486 (tick)487 (tick)488 (tick)490 (tick)491 (tick)492 (tick)493 (tick)494 (tick)496 (d-tick)497 (view-register "A" A)498 (view-register "B" B)499 (view-register "C" C)501 ))506 (defn write-memory-assembly* []507 [508 0x18 ;; D31D509 0x02510 0x00 ;; frame-count D31F511 0x00 ;; v-blank-prev D320513 0xFA ;; load modes into A514 0x41515 0xFF517 0x47519 0xCB520 0x2F521 0x2F523 0xA0524 0xE6525 0x01526 0x47 ;; now B contains (VB==1)528 0xFA ;; load v-blank-prev529 0x20530 0xD3532 0x2F534 0xA0535 0x4F ;; now C contains increment?537 0xFA ;; load frame count538 0x1F539 0xD3541 0x81 ;; add A+C->A542 0xEA ;; spit A --> fc543 0x1F544 0xD3546 0x78 ;; B->A548 0xEA ;; spit A --> vbprev549 0x20550 0xD3552 0xC3 ;D40F ; go back to beginning553 0x1D ;D410554 0xD3 ;D411555 ]556 )558 (defn write-mem-dyl []559 (-> (tick (mid-game))560 (IE! 0)561 (inject-item-assembly (write-memory-assembly*))))565 (defn write-memory-assembly []566 [567 ;; Main Timing Loop568 ;; Constantly check for v-blank and Trigger main state machine on569 ;; every transtion from v-blank to non-v-blank.571 0x18 ; D31D ; Variable declaration572 0x02 ; D31E573 0x00 ; D31F ; frame-count574 0x00 ; D320 ; v-blank-prev576 0xF0 ; D321 ; load v-blank mode flags into A577 0x41578 0x00581 ;; Branch dependent on v-blank. v-blank happens when the last two582 ;; bits in A are "01"583 0xCB ; D324584 0x4F ; D325586 0xC2 ; D326 ; if bit-1 is not 0, then587 0x3E ; D327 ; GOTO non-v-blank.588 0xD3 ; D328590 0xCB ; D329591 0x47 ; D32A593 0xCA ; D32B ; if bit-0 is not 1, then594 0x3E ; D32C ; GOTO non-v-blank.595 0xD3 ; D32D597 ;; V-Blank598 ;; Activate state-machine if this is a transition event.600 0xFA ; D32E ; load v-bank-prev into A601 0x20 ; D32F602 0xD3 ; D330604 0xFE ; D331 ; compare A to 0. >--------\605 0x00 ; D332 \606 ; |607 ;; set v-blank-prev to 1. |608 0x3E ; D333 ; load 1 into A. |609 0x01 ; D334 |610 ; |611 0xEA ; D335 ; load A into v-blank-prev |612 0x20 ; D336 |613 0xD3 ; D337 |614 ; /615 ;; if v-blank-prev was 0, activate state-machine <------/616 0xCA ; D338 ; if v-blank-prev617 0x46 ; D339 ; was 0,618 0xD3 ; D33A ; GOTO state-machine620 0xC3 ; D33B621 0x1D ; D33C622 0xD3 ; D33D ; GOTO beginning623 ;; END V-blank625 ;; Non-V-Blank626 ;; Set v-blank-prev to 0627 0x3E ; D33E ; load 0 into A628 0x00 ; D33F630 0xEA ; D340 ; load A into v-blank-prev631 0x20 ; D341632 0xD3 ; D342634 0xC3 ; D343635 0x1D ; D344636 0xD3 ; D345 ; GOTO beginning637 ;; END Not-V-Blank640 ;; Main State Machine -- Input Section641 ;; This is called once every frame.642 ;; It collects input and uses it to drive the643 ;; state transitions.645 ;; Increment frame-count646 0xFA ; D346 ; load frame-count into A647 0x1F ; D347648 0xD3 ; D348650 0x3C ; D349 ; inc A652 0xEA ; D34A653 0x1F ; D34B ; load A into frame-count654 0xD3 ; D34C656 0x00 ; D34D ; glue :)658 0x18 ;D34E ; skip next 3 bytes659 0x03 ;D34F660 ;D350661 (Integer/parseInt "00100000" 2) ; select directional pad662 ;D351663 (Integer/parseInt "00010000" 2) ; select buttons664 0x00 ;D352 ; input-number666 ;; select directional pad; store low bits in B668 0xFA ;D353 ; load (D350) into A669 0x50 ;D354 -->670 0xD3 ;D355 --> D350672 0xE0 ;D356 ; load (A), which is673 0x00 ;D357 --> ; 00010000, into FF00674 0x00 ;D358 --> FF00 ;; NO-OP676 0x06 ;D359677 ;D35A678 (Integer/parseInt "11110000" 2) ; "11110000" -> B679 0xF0 ;D35B ; (FF00) -> A680 0x00 ;D35C681 0x00 ;D35D ;; NO-OP683 0xCB ;D35E ; swap nybbles on A684 0x37 ;D35F685 0xA0 ;D360 ; (AND A B) -> A686 0x47 ;D361 ; A -> B688 ;; select buttons; store bottom bits in C690 0xFA ;D362 ; load (D351) into A691 0x51 ;D363 -->692 0xD3 ;D364 --> D351694 0xE0 ;D365 ; load (A), which is695 0x00 ;D366 --> ; 00001000, into FF00696 0x00 ;D367 --> FF00 ;; NO-OP698 0x0E ;D368699 ;D369700 (Integer/parseInt "00001111" 2) ; "00001111" -> C702 0xF0 ;D36A ; (FF00) -> A703 0x00 ;D36B704 0x00 ;D36C706 0xA1 ;D36D ; (AND A C) -> A707 0x4F ;D36E ; A -> C709 ;; combine the B and C registers into the input number710 0x79 ;D36F ; C -> A711 0xB0 ;D370 ; (OR A B) -> A712 0x2F ;D371 ; negate A714 0xEA ;D372 ; store A into input-number715 0x52 ;D373716 0xD3 ;D374718 0x00 ;D375719 0x00 ;D376720 0x00 ;D377721 0x00 ;D378722 0x00 ;D379723 0x00 ;D37A724 0x00 ;D37B ; these are here because725 0x00 ;D37C ; I messed up :(726 0x00 ;D37D727 0x00 ;D37E728 0x00 ;D37F730 ;; beginning of main state machine731 0x18 ;D380 ; Declaration of variables732 0x05 ;D381 ; 5 variables:733 0x00 ;D382 ; current-mode734 0x00 ;D383 ; bytes-to-write735 0x00 ;D384 ; bytes-written736 0x00 ;D385 ; start-point-high737 0x00 ;D386 ; start-point-low740 ;; banch on current mode741 0xFA ;D387 ; load current-mode (0xD382)742 0x82 ;D388 ; into A743 0xD3 ;D389744 0x00 ;D38A747 ;; GOTO Mode 0 (input-mode) if current-mode is 0748 0xFE ;D38B749 0x00 ;D38C ; compare A with 0x00751 0xCA ;D38D ; goto Mode 0 if A == 0752 0xA8 ;D38E753 0xD3 ;D38F755 ;; GOTO Mode 1 (set-length) if current-mode is 1756 0xFE ;D390757 0x01 ;D391 ; compare A with 0x01759 0xCA ;D392760 0xB1 ;D393761 0xD3 ;D394 ; goto Mode 1 if A == 1763 ;; GOTO Mode 2 (set-start-point-high) if current mode is 2764 0xFE ;D395765 0x02 ;D396 ; compare A with 0x02767 0xCA ;D397768 0xBF ;D398769 0xD3 ;D399 ; goto Mode 2 if A == 2771 ;; GOTO Mode 3 (set-start-point-low) if current mode is 3772 0xFE ;D39A773 0x03 ;D39B775 0xCA ;D39C776 0xCD ;D39D777 0xD3 ;D39E ; goto Mode 3 if A == 3779 ;; GOTO Mode 4 (write-memory) if current mode is 4780 0xFE ;D39F781 0x04 ;D3A0783 0xCA ;D3A1784 0xDB ;D3A2785 0xD3 ;D3A3787 0x00 ;D3A4788 ;; End of Mode checking, goto beginning789 0xC3 ;D3A5790 0x1D ;D3A6791 0xD3 ;D3A7794 ;; Mode 0 -- input-mode mode795 ;; means that we are waiting for a mode, so set the mode to796 ;; whatever is currently in input-number. If nothing is797 ;; entered, then the program stays in input-mode mode799 ;; set current-mode to input-number800 0xFA ;D3A8 ; load input-number (0xD352)801 0x52 ;D3A9 ; into A802 0xD3 ;D3AA804 0xEA ;D3AB ; load A into current-mode805 0x82 ;D3AC ; (0xD382)806 0xD3 ;D3AD808 0xC3 ;D3AE ; go back to beginning809 0x1D ;D3AF810 0xD3 ;D3B0811 ;; End Mode 0814 ;; Mode 1 -- set-length mode815 ;; This is the header for writing things to memory.816 ;; User specifies the number of bytes to write.817 ;; Mode is auto advanced to Mode 2 after this mode818 ;; completes.820 ;; Set bytes left to write to input-number;821 ;; set current-mode to 0x02.822 0xFA ;D3B1 ; load input-number (0xD352)823 0x52 ;D3B2 ; into A824 0xD3 ;D3B3826 0xEA ;D3B4 ; load A into bytes-left-to-write827 0x83 ;D3B5 ; (0xD383)828 0xD3 ;D3B6830 0x3E ;D3B7 ; load 0x02 into A.831 0x02 ;D3B8833 0xEA ;D3B9 ; load A to current-mode834 0x82 ;D3BA ; advancing from Mode 1 to835 0xD3 ;D3BB ; Mode 2837 0xC3 ;D3BC ; go back to beginning838 0x1D ;D3BD839 0xD3 ;D3BE840 ;; End Mode 1843 ;; Mode 2 -- set start-point-high mode844 ;; Middle part of the header for writing things to memory.845 ;; User specifies the start location in RAM to which846 ;; data will be written.847 ;; Mode is auto advanced to Mode 3 after this mode completes.849 ;; Set start-point-high to input-number;850 ;; set current mode to 0x03.851 0xFA ;D3BF ; load input-number (0xD352)852 0x52 ;D3C0 ; into A853 0xD3 ;D3C1855 0xEA ;D3C2 ; load A into start-point-high856 0x85 ;D3C3 ; (0xD385)857 0xD3 ;D3C4859 0x3E ;D3C5 ; load 0x03 into A.860 0x03 ;D3C6862 0xEA ;D3C7 ; load A to current-mode,863 0x82 ;D3C8 ; advancing from Mode 2 to864 0xD3 ;D3C9 ; Mode 3.866 0xC3 ;D3CA ; go back to beginning867 0x1D ;D3CB868 0xD3 ;D3CC869 ;;End Mode 2872 ;; Mode 3 -- set-start-point-low mode873 ;; Final part of header for writing things to memory.874 ;; User specifies the low bytes of 16 bit start-point.876 ;; Set start-point-low to input-number;877 ;; set current mode to 0x04878 0xFA ;D3CD ; load input-number into A879 0x52 ;D3CE880 0xD3 ;D3CF882 0xEA ;D3D0 ; load A into start-point-low883 0x86 ;D3D1884 0xD3 ;D3D2886 0x3E ;D3D3 ; load 0x04 into A.887 0x04 ;D3D4889 0xEA ;D3D5 ; load A to current-mode,890 0x82 ;D3D6 ; advancing from Mode 3 to891 0xD3 ;D3D7 ; Mode 4.893 0xC3 ;D3D8 ; go back to beginning894 0x1D ;D3D9895 0xD3 ;D3DA897 ;; Mode 4 -- write bytes mode899 ;; This is where RAM manipulation happens. User supplies900 ;; bytes every frame, which are written sequentially to901 ;; start-point until bytes-to-write have been written. Once902 ;; bytes-to-write have been written, the mode is reset to 0.904 ;; compare bytes-written with bytes-to-write.905 ;; if they are the same, then reset mode to 0907 0xFA ;D3DB ; load bytes-to-write into A908 0x83 ;D3DC909 0xD3 ;D3DD911 0x47 ;D3DE ; load A into B913 0xFA ;D3DF ; load bytes-written into A914 0x84 ;D3E0915 0xD3 ;D3E1917 0xB8 ;D3E2 ; compare A with B919 0xCA ;D3E3 ; if they are equal, go to cleanup920 0x07 ;D3E4921 0xD4 ;D3E5923 ;; Write Memory Section924 ;; Write the input-number, interpreted as an 8-bit number,925 ;; into the current target register, determined by926 ;; (+ start-point bytes-written).927 ;; Then, increment bytes-written by 1.929 0xFA ;D3E6 ; load start-point-high into A930 0x85 ;D3E7931 0xD3 ;D3E8933 0x67 ;D3E9 ; load A into H935 0xFA ;D3EA ; load start-point-low into A936 0x86 ;D3EB937 0xD3 ;D3EC939 0x6F ;D3ED ; load A into L941 0xFA ;D3EE ; load bytes-written into A942 0x84 ;D3EF943 0xD3 ;D3F0945 0x00 ;D3F1 ; These are here because946 0x00 ;D3F2 ; I screwed up again.947 0x00 ;D3F3949 0x85 ;D3F4 ; add L to A; store A in L.950 0x6F ;D3F5952 0x30 ;D3F6 ; If the addition overflowed,953 0x01 ;D3F7954 0x24 ;D3F8 ; increment H.956 ;; Now, HL points to the correct place in memory958 0xFA ;D3F9 ; load input-number into A959 0x52 ;D3FA960 0xD3 ;D3FB962 0x77 ;D3FC ; load A into (HL)964 0xFA ;D3FD ; load bytes-written into A965 0x84 ;D3FE966 0xD3 ;D3FF968 0x3C ;D400 ; increment A970 0xEA ;D401 ; load A into bytes-written971 0x84 ;D402972 0xD3 ;D403974 0xC3 ;D404 ; go back to beginning.975 0x1D ;D405976 0xD3 ;D406977 ;; End Write Memory Section979 ;; Mode 4 Cleanup Section980 ;; reset bytes-written to 0981 ;; set mode to 0982 0x3E ;D407 ; load 0 into A983 0x00 ;D408985 0xEA ;D409 ; load A into bytes-written986 0x84 ;D40A987 0xD3 ;D40B989 0xEA ;D40C ; load A into current-mode990 0x82 ;D40D991 0xD3 ;D40E993 0xC3 ;D40F ; go back to beginning994 0x1D ;D410995 0xD3 ;D411997 ;; End Mode 4999 ])1003 (def frame-count 0xD31F)1004 (def input 0xD352)1005 (def current-mode 0xD382)1006 (def bytes-to-write 0xD383)1007 (def bytes-written 0xD384)1008 (def start-point-high 0xD385)1009 (def start-point-low 0xD386)1013 (defn write-memory []1014 (-> (tick (mid-game))1015 (IE! 0) ; disable interrupts1016 (inject-item-assembly (write-memory-assembly))))1018 (defn test-write-memory []1019 (set-state! (write-memory))1020 (dorun1021 (dotimes [_ 5000]1022 (view-memory (step @current-state) current-mode))))1024 (def bytes-to-write 0xD383)1025 (def start-point 0xD384)1027 (defn print-blank-assembly1028 [start end]1029 (dorun1030 (map1031 #(println (format "0x00 ;%04X " %))1032 (range start end))))1034 (defn test-mode-2 []1035 (->1036 (write-memory)1037 (view-memory frame-count)1038 (step)1039 (step [:a])1040 (step [:b])1041 (step [:start])1042 (step [])1043 (view-memory frame-count)))1045 (defn test-mode-41046 ([] (test-mode-4 (write-memory)))1047 ([target-state]1048 (->1049 target-state1050 (#(do (println "memory from 0xC00F to 0xC01F:"1051 (subvec (vec (memory %)) 0xC00F 0xC01F)) %))1052 (view-memory current-mode)1053 (step [])1054 (step [])1055 (step [])1056 (#(do (println "after three steps") %))1057 (view-memory current-mode)1059 ;; Activate memory writing mode1061 (#(do (println "step with [:a]") %))1062 (step [:a])1063 (view-memory current-mode)1064 (view-memory bytes-to-write)1065 (view-memory start-point-high)1066 (view-memory start-point-low)1068 ;; Specify four bytes to be written1070 (#(do (println "step with [:select]")%))1071 (step [:select])1072 (view-memory current-mode)1073 (view-memory bytes-to-write)1074 (view-memory start-point-high)1075 (view-memory start-point-low)1077 ;; Specify target memory address as 0xC00F1079 (#(do (println "step with [:u :d]")%))1080 (step [:u :d])1081 (view-memory current-mode)1082 (view-memory bytes-to-write)1083 (view-memory start-point-high)1084 (view-memory start-point-low)1086 (#(do (println "step with [:a :b :start :select]")%))1087 (step [:a :b :start :select])1088 (view-memory current-mode)1089 (view-memory bytes-to-write)1090 (view-memory start-point-high)1091 (view-memory start-point-low)1093 ;; Start reprogramming memory1095 (#(do (println "step with [:a]")%))1096 (step [:a])1097 (view-memory current-mode)1098 (view-memory bytes-written)1100 (#(do (println "step with [:b]")%))1101 (step [:b])1102 (view-memory current-mode)1103 (view-memory bytes-written)1105 (#(do (println "step with [:a :b]")%))1106 (step [:a :b])1107 (view-memory current-mode)1108 (view-memory bytes-written)1110 (#(do (println "step with [:select]")%))1111 (step [:select])1112 (view-memory current-mode)1113 (view-memory bytes-written)1115 ;; Reprogramming done, program ready for more commands.1117 (#(do (println "step with []")%))1118 (step [])1119 (view-memory current-mode)1120 (view-memory bytes-written)1122 (#(do (println "memory from 0xC00F to 0xC01F:"1123 (subvec (vec (memory %)) 0xC00F 0xC01F)) %)))))