Mercurial > vba-clojure
view clojure/com/aurellem/assembly.clj @ 131:7f7cc8858d2e
added rival-name letter-map
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Sat, 17 Mar 2012 21:29:08 -0500 |
parents | 69f241de436d |
children | eb6ba88088d3 |
line wrap: on
line source
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))))470 (defn write-memory-assembly* []471 [472 0x18 ;; D31D473 0x02474 0x00 ;; frame-count D31F475 0x00 ;; v-blank-prev D320477 0xFA ;; load modes into A478 0x41479 0xFF481 0x47483 0xCB484 0x2F485 0x2F487 0xA0488 0xE6489 0x01490 0x47 ;; now B contains (VB==1)492 0xFA ;; load v-blank-prev493 0x20494 0xD3496 0x2F498 0xA0499 0x4F ;; now C contains increment?501 0xFA ;; load frame count502 0x1F503 0xD3505 0x81 ;; add A+C->A506 0xEA ;; spit A --> fc507 0x1F508 0xD3510 0x78 ;; B->A512 0xEA ;; spit A --> vbprev513 0x20514 0xD3516 0xC3 ;D40F ; go back to beginning517 0x1D ;D410518 0xD3 ;D411519 ]520 )522 (defn write-mem-dyl []523 (-> (tick (mid-game))524 (IE! 0)525 (inject-item-assembly (write-memory-assembly*))))528 (defn d2 []529 (->530 (write-mem-dyl)531 (view-memory 0xD31F)532 step step step step step533 (view-memory 0xD31F)))535 (defn dylan []536 (->537 (write-mem-dyl)538 (tick)539 (tick)540 (tick)541 (tick)542 (tick)543 (tick)544 (tick)545 (tick)546 (tick)547 (tick)548 (tick)549 (tick)551 (tick)552 (tick)553 (tick)554 (tick)555 (tick)557 (d-tick)558 (view-register "A" A)559 (view-register "B" B)560 (view-register "C" C)562 ))567 (defn write-memory-assembly []568 [569 ;; Main Timing Loop570 ;; Constantly check for v-blank and Trigger main state machine on571 ;; every transtion from v-blank to non-v-blank.573 0x18 ; D31D ; Variable declaration574 0x02 ; D31E575 0x00 ; D31F ; frame-count576 0x00 ; D320 ; v-blank-prev578 0xF0 ; D321 ; load v-blank mode flags into A579 0x41580 0x00583 ;; Branch dependent on v-blank. v-blank happens when the last two584 ;; bits in A are "01"585 0xCB ; D324586 0x4F ; D325588 0xC2 ; D326 ; if bit-1 is not 0, then589 0x3E ; D327 ; GOTO non-v-blank.590 0xD3 ; D328592 0xCB ; D329593 0x47 ; D32A595 0xCA ; D32B ; if bit-0 is not 1, then596 0x3E ; D32C ; GOTO non-v-blank.597 0xD3 ; D32D599 ;; V-Blank600 ;; Activate state-machine if this is a transition event.602 0xFA ; D32E ; load v-bank-prev into A603 0x20 ; D32F604 0xD3 ; D330606 0xFE ; D331 ; compare A to 0. >--------\607 0x00 ; D332 \608 ; |609 ;; set v-blank-prev to 1. |610 0x3E ; D333 ; load 1 into A. |611 0x01 ; D334 |612 ; |613 0xEA ; D335 ; load A into v-blank-prev |614 0x20 ; D336 |615 0xD3 ; D337 |616 ; /617 ;; if v-blank-prev was 0, activate state-machine <------/618 0xCA ; D338 ; if v-blank-prev619 0x46 ; D339 ; was 0,620 0xD3 ; D33A ; GOTO state-machine622 0xC3 ; D33B623 0x1D ; D33C624 0xD3 ; D33D ; GOTO beginning625 ;; END V-blank627 ;; Non-V-Blank628 ;; Set v-blank-prev to 0629 0x3E ; D33E ; load 0 into A630 0x00 ; D33F632 0xEA ; D340 ; load A into v-blank-prev633 0x20 ; D341634 0xD3 ; D342636 0xC3 ; D343637 0x1D ; D344638 0xD3 ; D345 ; GOTO beginning639 ;; END Not-V-Blank642 ;; Main State Machine -- Input Section643 ;; This is called once every frame.644 ;; It collects input and uses it to drive the645 ;; state transitions.647 ;; Increment frame-count648 0xFA ; D346 ; load frame-count into A649 0x1F ; D347650 0xD3 ; D348652 0x3C ; D349 ; inc A654 0xEA ; D34A655 0x1F ; D34B ; load A into frame-count656 0xD3 ; D34C658 0x00 ; D34D ; glue :)660 0x18 ;D34E ; skip next 3 bytes661 0x03 ;D34F662 ;D350663 (Integer/parseInt "00100000" 2) ; select directional pad664 ;D351665 (Integer/parseInt "00010000" 2) ; select buttons666 0x00 ;D352 ; input-number668 ;; select directional pad; store low bits in B670 0xFA ;D353 ; load (D350) into A671 0x50 ;D354 -->672 0xD3 ;D355 --> D350674 0xE0 ;D356 ; load (A), which is675 0x00 ;D357 --> ; 00010000, into FF00676 0x00 ;D358 --> FF00 ;; NO-OP678 0x06 ;D359679 ;D35A680 (Integer/parseInt "11110000" 2) ; "11110000" -> B681 0xF0 ;D35B ; (FF00) -> A682 0x00 ;D35C683 0x00 ;D35D ;; NO-OP685 0xCB ;D35E ; swap nybbles on A686 0x37 ;D35F687 0xA0 ;D360 ; (AND A B) -> A688 0x47 ;D361 ; A -> B690 ;; select buttons; store bottom bits in C692 0xFA ;D362 ; load (D351) into A693 0x51 ;D363 -->694 0xD3 ;D364 --> D351696 0xE0 ;D365 ; load (A), which is697 0x00 ;D366 --> ; 00001000, into FF00698 0x00 ;D367 --> FF00 ;; NO-OP700 0x0E ;D368701 ;D369702 (Integer/parseInt "00001111" 2) ; "00001111" -> C704 0xF0 ;D36A ; (FF00) -> A705 0x00 ;D36B706 0x00 ;D36C708 0xA1 ;D36D ; (AND A C) -> A709 0x4F ;D36E ; A -> C711 ;; combine the B and C registers into the input number712 0x79 ;D36F ; C -> A713 0xB0 ;D370 ; (OR A B) -> A714 0x2F ;D371 ; negate A716 0xEA ;D372 ; store A into input-number717 0x52 ;D373718 0xD3 ;D374720 0x00 ;D375721 0x00 ;D376722 0x00 ;D377723 0x00 ;D378724 0x00 ;D379725 0x00 ;D37A726 0x00 ;D37B ; these are here because727 0x00 ;D37C ; I messed up :(728 0x00 ;D37D729 0x00 ;D37E730 0x00 ;D37F732 ;; beginning of main state machine733 0x18 ;D380 ; Declaration of variables734 0x05 ;D381 ; 5 variables:735 0x00 ;D382 ; current-mode736 0x00 ;D383 ; bytes-to-write737 0x00 ;D384 ; bytes-written738 0x00 ;D385 ; start-point-high739 0x00 ;D386 ; start-point-low742 ;; banch on current mode743 0xFA ;D387 ; load current-mode (0xD382)744 0x82 ;D388 ; into A745 0xD3 ;D389746 0x00 ;D38A749 ;; GOTO Mode 0 (input-mode) if current-mode is 0750 0xFE ;D38B751 0x00 ;D38C ; compare A with 0x00753 0xCA ;D38D ; goto Mode 0 if A == 0754 0xA8 ;D38E755 0xD3 ;D38F757 ;; GOTO Mode 1 (set-length) if current-mode is 1758 0xFE ;D390759 0x01 ;D391 ; compare A with 0x01761 0xCA ;D392762 0xB1 ;D393763 0xD3 ;D394 ; goto Mode 1 if A == 1765 ;; GOTO Mode 2 (set-start-point-high) if current mode is 2766 0xFE ;D395767 0x02 ;D396 ; compare A with 0x02769 0xCA ;D397770 0xBF ;D398771 0xD3 ;D399 ; goto Mode 2 if A == 2773 ;; GOTO Mode 3 (set-start-point-low) if current mode is 3774 0xFE ;D39A775 0x03 ;D39B777 0xCA ;D39C778 0xCD ;D39D779 0xD3 ;D39E ; goto Mode 3 if A == 3781 ;; GOTO Mode 4 (write-memory) if current mode is 4782 0xFE ;D39F783 0x04 ;D3A0785 0xCA ;D3A1786 0xDB ;D3A2787 0xD3 ;D3A3789 0x00 ;D3A4790 ;; End of Mode checking, goto beginning791 0xC3 ;D3A5792 0x1D ;D3A6793 0xD3 ;D3A7796 ;; Mode 0 -- input-mode mode797 ;; means that we are waiting for a mode, so set the mode to798 ;; whatever is currently in input-number. If nothing is799 ;; entered, then the program stays in input-mode mode801 ;; set current-mode to input-number802 0xFA ;D3A8 ; load input-number (0xD352)803 0x52 ;D3A9 ; into A804 0xD3 ;D3AA806 0xEA ;D3AB ; load A into current-mode807 0x82 ;D3AC ; (0xD382)808 0xD3 ;D3AD810 0xC3 ;D3AE ; go back to beginning811 0x1D ;D3AF812 0xD3 ;D3B0813 ;; End Mode 0816 ;; Mode 1 -- set-length mode817 ;; This is the header for writing things to memory.818 ;; User specifies the number of bytes to write.819 ;; Mode is auto advanced to Mode 2 after this mode820 ;; completes.822 ;; Set bytes left to write to input-number;823 ;; set current-mode to 0x02.824 0xFA ;D3B1 ; load input-number (0xD352)825 0x52 ;D3B2 ; into A826 0xD3 ;D3B3828 0xEA ;D3B4 ; load A into bytes-left-to-write829 0x83 ;D3B5 ; (0xD383)830 0xD3 ;D3B6832 0x3E ;D3B7 ; load 0x02 into A.833 0x02 ;D3B8835 0xEA ;D3B9 ; load A to current-mode836 0x82 ;D3BA ; advancing from Mode 1 to837 0xD3 ;D3BB ; Mode 2839 0xC3 ;D3BC ; go back to beginning840 0x1D ;D3BD841 0xD3 ;D3BE842 ;; End Mode 1845 ;; Mode 2 -- set start-point-high mode846 ;; Middle part of the header for writing things to memory.847 ;; User specifies the start location in RAM to which848 ;; data will be written.849 ;; Mode is auto advanced to Mode 3 after this mode completes.851 ;; Set start-point-high to input-number;852 ;; set current mode to 0x03.853 0xFA ;D3BF ; load input-number (0xD352)854 0x52 ;D3C0 ; into A855 0xD3 ;D3C1857 0xEA ;D3C2 ; load A into start-point-high858 0x85 ;D3C3 ; (0xD385)859 0xD3 ;D3C4861 0x3E ;D3C5 ; load 0x03 into A.862 0x03 ;D3C6864 0xEA ;D3C7 ; load A to current-mode,865 0x82 ;D3C8 ; advancing from Mode 2 to866 0xD3 ;D3C9 ; Mode 3.868 0xC3 ;D3CA ; go back to beginning869 0x1D ;D3CB870 0xD3 ;D3CC871 ;;End Mode 2874 ;; Mode 3 -- set-start-point-low mode875 ;; Final part of header for writing things to memory.876 ;; User specifies the low bytes of 16 bit start-point.878 ;; Set start-point-low to input-number;879 ;; set current mode to 0x04880 0xFA ;D3CD ; load input-number into A881 0x52 ;D3CE882 0xD3 ;D3CF884 0xEA ;D3D0 ; load A into start-point-low885 0x86 ;D3D1886 0xD3 ;D3D2888 0x3E ;D3D3 ; load 0x04 into A.889 0x04 ;D3D4891 0xEA ;D3D5 ; load A to current-mode,892 0x82 ;D3D6 ; advancing from Mode 3 to893 0xD3 ;D3D7 ; Mode 4.895 0xC3 ;D3D8 ; go back to beginning896 0x1D ;D3D9897 0xD3 ;D3DA899 ;; Mode 4 -- write bytes mode901 ;; This is where RAM manipulation happens. User supplies902 ;; bytes every frame, which are written sequentially to903 ;; start-point until bytes-to-write have been written. Once904 ;; bytes-to-write have been written, the mode is reset to 0.906 ;; compare bytes-written with bytes-to-write.907 ;; if they are the same, then reset mode to 0909 0xFA ;D3DB ; load bytes-to-write into A910 0x83 ;D3DC911 0xD3 ;D3DD913 0x47 ;D3DE ; load A into B915 0xFA ;D3DF ; load bytes-written into A916 0x84 ;D3E0917 0xD3 ;D3E1919 0xB8 ;D3E2 ; compare A with B921 0xCA ;D3E3 ; if they are equal, go to cleanup922 0x07 ;D3E4923 0xD4 ;D3E5925 ;; Write Memory Section926 ;; Write the input-number, interpreted as an 8-bit number,927 ;; into the current target register, determined by928 ;; (+ start-point bytes-written).929 ;; Then, increment bytes-written by 1.931 0xFA ;D3E6 ; load start-point-high into A932 0x85 ;D3E7933 0xD3 ;D3E8935 0x67 ;D3E9 ; load A into H937 0xFA ;D3EA ; load start-point-low into A938 0x86 ;D3EB939 0xD3 ;D3EC941 0x6F ;D3ED ; load A into L943 0xFA ;D3EE ; load bytes-written into A944 0x84 ;D3EF945 0xD3 ;D3F0947 0x00 ;D3F1 ; These are here because948 0x00 ;D3F2 ; I screwed up again.949 0x00 ;D3F3951 0x85 ;D3F4 ; add L to A; store A in L.952 0x6F ;D3F5954 0x30 ;D3F6 ; If the addition overflowed,955 0x01 ;D3F7956 0x24 ;D3F8 ; increment H.958 ;; Now, HL points to the correct place in memory960 0xFA ;D3F9 ; load input-number into A961 0x52 ;D3FA962 0xD3 ;D3FB964 0x77 ;D3FC ; load A into (HL)966 0xFA ;D3FD ; load bytes-written into A967 0x84 ;D3FE968 0xD3 ;D3FF970 0x3C ;D400 ; increment A972 0xEA ;D401 ; load A into bytes-written973 0x84 ;D402974 0xD3 ;D403976 0xC3 ;D404 ; go back to beginning.977 0x1D ;D405978 0xD3 ;D406979 ;; End Write Memory Section981 ;; Mode 4 Cleanup Section982 ;; reset bytes-written to 0983 ;; set mode to 0984 0x3E ;D407 ; load 0 into A985 0x00 ;D408987 0xEA ;D409 ; load A into bytes-written988 0x84 ;D40A989 0xD3 ;D40B991 0xEA ;D40C ; load A into current-mode992 0x82 ;D40D993 0xD3 ;D40E995 0xC3 ;D40F ; go back to beginning996 0x1D ;D410997 0xD3 ;D411999 ;; End Mode 41001 ])1005 (def frame-count 0xD31F)1006 (def input 0xD352)1007 (def current-mode 0xD382)1008 (def bytes-to-write 0xD383)1009 (def bytes-written 0xD384)1010 (def start-point-high 0xD385)1011 (def start-point-low 0xD386)1015 (defn write-memory []1016 (-> (tick (mid-game))1017 (IE! 0) ; disable interrupts1018 (inject-item-assembly (write-memory-assembly))))1020 (defn test-write-memory []1021 (set-state! (write-memory))1022 (dorun1023 (dotimes [_ 5000]1024 (view-memory (step @current-state) current-mode))))1026 (def bytes-to-write 0xD383)1027 (def start-point 0xD384)1029 (defn print-blank-assembly1030 [start end]1031 (dorun1032 (map1033 #(println (format "0x00 ;%04X " %))1034 (range start end))))1036 (defn test-mode-2 []1037 (->1038 (write-memory)1039 (view-memory frame-count)1040 (step)1041 (step [:a])1042 (step [:b])1043 (step [:start])1044 (step [])1045 (view-memory frame-count)))1047 (defn test-mode-41048 ([] (test-mode-4 (write-memory)))1049 ([target-state]1050 (->1051 target-state1052 (#(do (println "memory from 0xC00F to 0xC01F:"1053 (subvec (vec (memory %)) 0xC00F 0xC01F)) %))1054 (view-memory current-mode)1055 (step [])1056 (step [])1057 (step [])1058 (#(do (println "after three steps") %))1059 (view-memory current-mode)1061 ;; Activate memory writing mode1063 (#(do (println "step with [:a]") %))1064 (step [:a])1065 (view-memory current-mode)1066 (view-memory bytes-to-write)1067 (view-memory start-point-high)1068 (view-memory start-point-low)1070 ;; Specify four bytes to be written1072 (#(do (println "step with [:select]")%))1073 (step [:select])1074 (view-memory current-mode)1075 (view-memory bytes-to-write)1076 (view-memory start-point-high)1077 (view-memory start-point-low)1079 ;; Specify target memory address as 0xC00F1081 (#(do (println "step with [:u :d]")%))1082 (step [:u :d])1083 (view-memory current-mode)1084 (view-memory bytes-to-write)1085 (view-memory start-point-high)1086 (view-memory start-point-low)1088 (#(do (println "step with [:a :b :start :select]")%))1089 (step [:a :b :start :select])1090 (view-memory current-mode)1091 (view-memory bytes-to-write)1092 (view-memory start-point-high)1093 (view-memory start-point-low)1095 ;; Start reprogramming memory1097 (#(do (println "step with [:a]")%))1098 (step [:a])1099 (view-memory current-mode)1100 (view-memory bytes-written)1102 (#(do (println "step with [:b]")%))1103 (step [:b])1104 (view-memory current-mode)1105 (view-memory bytes-written)1107 (#(do (println "step with [:a :b]")%))1108 (step [:a :b])1109 (view-memory current-mode)1110 (view-memory bytes-written)1112 (#(do (println "step with [:select]")%))1113 (step [:select])1114 (view-memory current-mode)1115 (view-memory bytes-written)1117 ;; Reprogramming done, program ready for more commands.1119 (#(do (println "step with []")%))1120 (step [])1121 (view-memory current-mode)1122 (view-memory bytes-written)1124 (#(do (println "memory from 0xC00F to 0xC01F:"1125 (subvec (vec (memory %)) 0xC00F 0xC01F)) %)))))