view clojure/com/aurellem/gb/assembly.clj @ 146:c5914665012d

made function to get the sixth pokemon's full name
author Robert McIntyre <rlm@mit.edu>
date Mon, 19 Mar 2012 21:35:43 -0500
parents 412ca096a9ba
children 5d9a7a0ca09a
line wrap: on
line source
1 (ns com.aurellem.gb.assembly
2 (:use (com.aurellem.gb gb-driver vbm util items))
3 (:import [com.aurellem.gb.gb_driver SaveState]))
5 (defn inject-assembly
6 ([^SaveState state
7 program-counter registers
8 assembly-code]
9 (let [scratch-memory (memory state)]
10 ;; inject assembly code
11 (dorun (map (fn [index val]
12 (aset scratch-memory index val))
13 (range program-counter
14 (+ program-counter (count assembly-code)))
15 assembly-code))
16 (-> state
17 (write-memory! scratch-memory)
18 (write-registers! registers)
19 (PC! program-counter)))))
21 (defn inject-item-assembly
22 ([^SaveState state assembly-code]
23 (inject-assembly state (inc item-list-start)
24 (registers state)
25 assembly-code))
26 ([assembly-code]
27 (inject-item-assembly @current-state assembly-code)))
29 (defn run-assembly
30 ([info-fn assembly n]
31 (let [final-state
32 (reduce (fn [state _]
33 (tick (info-fn state)))
34 (inject-item-assembly
35 (mid-game) assembly)
36 (range n))]
37 final-state))
38 ([assembly n]
39 (run-assembly d-tick assembly n)))
41 (def buttons-port 0xFF00)
43 (defn trace [state]
44 (loop [program-counters [(first (registers @current-state)) ]
45 opcodes [(aget (memory @current-state) (PC @current-state))]]
46 (let [frame-boundary?
47 (com.aurellem.gb.Gb/tick)]
48 (if frame-boundary?
49 [program-counters opcodes]
50 (recur
51 (conj program-counters
52 (first (registers @current-state)))
53 (conj opcodes
54 (aget (memory @current-state)
55 (PC @current-state))))))))
57 (defn print-trace [state n]
58 (let [[program-counters opcodes] (trace state)]
59 (dorun (map (fn [pc op] (println (format "%04X: 0x%02X" pc op)))
60 (take n program-counters)
61 (take n opcodes)))))
63 (defn good-trace []
64 (-> (mid-game) (tick) (IE! 0)
65 (set-inv-mem [0x00 0x00 0X00 0x00])
66 (PC! item-list-start)(print-interrupt)
67 (d-tick) (tick) (d-tick) (tick) (d-tick)))
69 (defn read-down-button []
70 (-> (tick (mid-game))
71 (IE! 0) ; disable interrupts
72 (inject-item-assembly
73 ;; write 00010000 to 0xFF00 to select joypad
74 [0x18 ;D31D ; jump over
75 0x01 ;D31E ; the next 8 bits
76 ;D31F
77 (Integer/parseInt "00100000" 2) ; data section
79 0xFA ;D320 ; load (D31F) into A
80 0x1F ;D321 -->
81 0xD3 ;D322 --> D31F
83 0xEA ;D323 ; load (A), which is
84 0x00 ;D324 --> ; 00010000, into FF00
85 0xFF ;D325 --> FF00
87 0x18 ;D326 ; this is the place where
88 0x01 ;D327 ; we will store whether
89 0x00 ;D328 ; "down" is pressed.
91 0xFA ;D329 ; (FF00) -> A
92 0x00 ;D32A
93 0xFF ;D32B
95 0xCB ;D32C ; Test whether "down"
96 0x5F ;D32D ; is pressed.
98 0x28 ;D32E ; if down is pressed,
99 0x03 ;D32F ; skip the next section
100 ; of code.
101 ;; down-is-not-pressed
102 0xC3 ;D330
103 0x1D ;D331 ; return to beginning
104 0xD3 ;D332
106 ;; down-is-pressed
107 0xEA ;D334 ; write A to D328 if
108 0x28 ;D335 ; "down" was pressed
109 0xD3 ;D336
111 0xC3 ;D330
112 0x1D ;D331 ; return to beginning
113 0xD3 ;D332
114 ])))
116 (defn test-read-down []
117 (= (view-memory (step (step (read-down-button) [:d])) 0xD328)
118 (view-memory (step (step (read-down-button))) 0xD328)))
120 (defn count-frames []
121 (-> (tick (mid-game))
122 (IE! 0) ; disable interrupts
123 (inject-item-assembly
124 [0x18 ;D31D ; jump over
125 0x02 ;D31E ; the next 2 bytes
126 0x00 ;D31F ; frame-count
127 0x00 ;D320 ; v-blank-prev
129 0xFA ;D321
130 0x41 ;D322 ; load (FF41) into A
131 0xFF ;D323 ; this contains mode flags
133 ;; if we're in v-blank, the bit-1 is 0
134 ;; and bit-2 is 1 Otherwise, it is not v-blank.
135 0xCB ;D324 ; test bit-1 of A
136 0x4F ;D325
138 0xC2 ;D326 ; if bit-1 is not 0
139 0x44 ;D327 ; GOTO not-v-blank
140 0xD3 ;D328
142 0xCB ;D329 ; test bit-0 of A
143 0x47 ;D32A
145 0xCA ;D32B ; if bit-0 is not 1
146 0x44 ;D32C ; GOTO not-v-blank
147 0xD3 ;D32D
148 ;;; in v-blank mode
149 ;; if v-blank-prev was 0,
150 ;; increment frame-count
152 0xFA ;D32E ; load v-blank-prev to A
153 0x20 ;D32F
154 0xD3 ;D330
156 0xCB ;D331
157 0x47 ;D332 ; test bit-0 of A
159 0x20 ;D333 ; skip next section
160 0x07 ;D334 ; if v-blank-prev was not zero
162 ;; v-blank was 0, increment frame-count
163 0xFA ;D335 ; load frame-count into A
164 0x1F ;D336
165 0xD3 ;D337
167 0x3C ;D338 ; inc A
169 0xEA ;D339 ; load A into frame-count
170 0x1F ;D33A
171 0xD3 ;D33B
173 ;; set v-blank-prev to 1
174 0x3E ;D33C ; load 1 into A
175 0x01 ;D33D
177 0xEA ;D33E ; load A into v-blank-prev
178 0x20 ;D33F
179 0xD3 ;D340
181 0xC3 ;D341 ; return to beginning
182 0x1D ;D342
183 0xD3 ;D343
185 ;;; not in v-blank mode
186 ;; set v-blank-prev to 0
187 0x3E ;D344 ; load 0 into A
188 0x00 ;D345
190 0xEA ;D346 ; load A into v-blank-prev
191 0x20 ;D347
192 0xD3 ;D348
194 0xC3 ;D349 ; return to beginning
195 0x1D ;D34A
196 0xD3 ;D34B
197 ])))
199 (defn step-count-frames []
200 (-> (read-down-button)
201 (d-tick)
202 (tick) ;; skip over data section
203 (d-tick)
204 (view-register "Register A" A)
205 (tick) ;; load-data into A
206 (view-register "Register A" A)
207 (d-tick)
208 (view-memory 0xFF00)
209 (tick) ;; load A into 0xFF00
210 (view-memory 0xFF00)
211 (d-tick)
212 (tick)
213 (d-tick)
214 (tick)
215 (d-tick)
216 (tick)
217 (d-tick)
218 (tick)
219 (d-tick)
220 (tick)
221 (d-tick)
222 (tick)
223 (print-inventory)))
225 (defn test-count-frames []
226 (= 255 (aget (memory ((apply comp (repeat 255 step))
227 (count-frames)))
228 0xD31F)))
230 ;; specs for main bootstrap program
231 ;; starts in "mode-select" mode
232 ;; Each button press takes place in a single frame.
233 ;; mode-select-mode takes one of the main buttons
234 ;; which selects one of up to eight modes
235 ;; mode 1 activated by the "A" button
236 ;; the next two button presses indicates the start
237 ;; memory location which to which the bootstrap
238 ;; program will write.
239 ;; This is done by using each of the eight buttons to
240 ;; spell out an 8 bit number. The order of buttons is
241 ;; [:d :u :l :r :start :select :b :a]
242 ;; [:a :start :l] --> 00101001
244 ;; the next button press determines how many bytes are to be
245 ;; written, starting at the start position.
247 ;; then, the actual bytes are entered and are written to the
248 ;; start address in sequence.
250 (defn input-number-assembly []
251 [0x18 ;D31D ; jump over
252 0x02 ;D31E ; the next 2 bytes
253 0x00 ;D31F ; frame-count
254 0x00 ;D320 ; v-blank-prev
256 0xFA ;D321
257 0x41 ;D322 ; load (FF41) into A
258 0xFF ;D323 ; this contains mode flags
260 ;; if we're in v-blank, the bit-1 is 0
261 ;; and bit-2 is 1 Otherwise, it is not v-blank.
262 0xCB ;D324 ; test bit-1 of A
263 0x4F ;D325
265 0xC2 ;D326 ; if bit-1 is not 0
266 0x44 ;D327 ; GOTO not-v-blank
267 0xD3 ;D328
269 0xCB ;D329 ; test bit-0 of A
270 0x47 ;D32A
272 0xCA ;D32B ; if bit-0 is not 1
273 0x44 ;D32C ; GOTO not-v-blank
274 0xD3 ;D32D
276 ;;; in v-blank mode
278 ;; if v-blank-prev was 0,
279 ;; increment frame-count
281 0xFA ;D32E ; load v-blank-prev to A
282 0x20 ;D32F
283 0xD3 ;D330
285 0xCB ;D331
286 0x47 ;D332 ; test bit-0 of A
288 0x20 ;D333 ; skip next section
289 0x07 ;D334 ; if v-blank-prev was not zero
291 ;; v-blank was 0, increment frame-count
292 0xFA ;D335 ; load frame-count into A
293 0x1F ;D336
294 0xD3 ;D337
296 0x3C ;D338 ; inc A
298 0xEA ;D339 ; load A into frame-count
299 0x1F ;D33A
300 0xD3 ;D33B
302 ;; set v-blank-prev to 1
303 0x3E ;D33C ; load 1 into A
304 0x01 ;D33D
306 0xEA ;D33E ; load A into v-blank-prev
307 0x20 ;D33F
308 0xD3 ;D340
310 0xC3 ;D341 ; GOTO input handling code
311 0x4E ;D342
312 0xD3 ;D343
314 ;;; not in v-blank mode
315 ;; set v-blank-prev to 0
316 0x3E ;D344 ; load 0 into A
317 0x00 ;D345
319 0xEA ;D346 ; load A into v-blank-prev
320 0x20 ;D347
321 0xD3 ;D348
323 0xC3 ;D349 ; return to beginning
324 0x1D ;D34A
325 0xD3 ;D34B
327 0x00 ;D34C ; these are here
328 0x00 ;D34D ; for glue
331 ;;; calculate input number based on button presses
332 0x18 ;D34E ; skip next 3 bytes
333 0x03 ;D34F
334 ;D350
335 (Integer/parseInt "00100000" 2) ; select directional pad
336 ;D351
337 (Integer/parseInt "00010000" 2) ; select buttons
338 0x00 ;D352 ; input-number
340 ;; select directional pad, store low bits in B
342 0xFA ;D353 ; load (D350) into A
343 0x50 ;D354 -->
344 0xD3 ;D355 --> D31F
346 0xEA ;D356 ; load A, which is
347 0x00 ;D357 --> ; 00010000, into FF00
348 0xFF ;D358 --> FF00
350 0x06 ;D359
351 ;D35A
352 (Integer/parseInt "11110000" 2) ; "11110000" -> B
353 0xFA ;D35B ; (FF00) -> A
354 0x00 ;D35C
355 0xFF ;D35D
357 0xCB ;D35E ; swap nybbles on A
358 0x37 ;D35F
359 0xA0 ;D360 ; (AND A B) -> A
360 0x47 ;D361 ; A -> B
362 ;; select buttons store bottom bits in C
364 0xFA ; ; load (D351) into A
365 0x51 ; -->
366 0xD3 ; --> D31F
368 0xEA ; ; load (A), which is
369 0x00 ; --> ; 00001000, into FF00
370 0xFF ; --> FF00
372 0x0E ;
373 (Integer/parseInt "00001111" 2) ; "00001111" -> C
375 0xFA ; ; (FF00) -> A
376 0x00 ;
377 0xFF ;
379 0xA1 ; ; (AND A C) -> A
380 0x4F ; ; A -> C
382 ;; combine the B and C registers into the input number
383 0x79 ; ; C -> A
384 0xB0 ; ; (OR A B) -> A
385 0x2F ; ; negate A
387 0xEA ; ; store A into input-number
388 0x52 ;
389 0xD3 ;
391 0xC3 ; ; return to beginning
392 0x1D ;
393 0xD3 ;
394 ])
398 (defn input-number []
399 (-> (tick (mid-game))
400 (IE! 0) ; disable interrupts
401 (inject-item-assembly (input-number-assembly))))
403 (defn test-input-number
404 "Input freestyle buttons and observe the effects at the repl."
405 []
406 (set-state! (input-number))
407 (dotimes [_ 90000] (step (view-memory @current-state 0xD352))))
437 (defn write-memory-assembly*
438 "Currently, grabs input from the user each frame."
439 []
440 [
441 ;; --------- FRAME METRONOME
442 0x18 ;; jump ahead to cleanup. first time only.
443 0x40 ;; v-blank-prev [D31E]
445 0xFA ;; load modes into A [D31F]
446 0x41
447 0xFF
449 0x47 ;; A -> B
450 0xCB ;; rotate A
451 0x2F
452 0x2F ;; invert A
454 0xA0
455 0x47 ;; now B_0 contains (VB==1)
457 0xFA ;; load v-blank-prev
458 0x1E
459 0xD3
461 0x2F ;; complement v-blank-prev
463 0xA0 ;; A & B --> A
464 0x4F ;; now C_0 contains increment?
467 0x78 ;; B->A
468 0xEA ;; spit A --> vbprev
469 0x1E
470 0xD3
472 0xCB ;test C_0
473 0x41
474 0x20 ; JUMP ahead to button input if nonzero
475 0x02
476 0x18 ; JUMP back to frame metronome (D31F)
477 0xE7
479 ;; -------- GET BUTTON INPUT
481 ;; btw, C_0 is now 1
482 ;; prepare to select bits
484 0x06 ;; load 0x00 into B
485 0x00 ;; to initialize for "OR" loop
487 0x3E ;; load 0x20 into A, to measure dpad
488 0x20
491 0xE0 ;; load A into [FF00] ;; start of OR loop [D33C]
492 0x00
494 0xF0 ;; load A from [FF00]
495 0x00
497 0xE6 ;; bitmask 00001111
498 0x0F
500 0xB0 ;; A or B --> A
501 0xCB
502 0x41 ;; test bit 0 of C
503 0x28 ;; JUMP forward if 0
504 0x08
506 0x47 ;; A -> B
507 0xCB ;; swap B nybbles
508 0x30
509 0x0C ;; increment C
510 0x3E ;; load 0x10 into A, to measure btns
511 0x10
512 0x18 ;; JUMP back to "load A into [FF00]" [20 steps?]
513 0xED
516 ;; ------ TAKE ACTION BASED ON USER INPUT
518 ;; "input mode"
519 ;; mode 0x00 : select mode
520 ;; mode 0x08 : select bytes-to-write
521 ;; mode 0x10 : select hi-bit
522 ;; mode 0x18 : select lo-bit
524 ;; "output mode"
525 ;; mode 0x20 : write bytes
526 ;; mode 0xFF : jump PC
529 ;; registers
530 ;; D : mode select
531 ;; E : count of bytes to write
532 ;; H : address-high
533 ;; L : address-low
535 ;; now A contains the pressed keys
536 0x2F ; complement A, by request. [D34F]
538 0x47 ; A->B ;; now B contains the pressed keys
539 0x7B ; E->A ;; now A contains the count.
541 0xCB ; test bit 5 of D (are we in o/p mode?)
542 0x6A
543 0x28 ; if test == 0, skip this o/p section
544 0x13 ; JUMP
546 0xCB ; else, test bit 0 of D (fragile; are we in pc mode?)
547 0x42
548 0x28 ; if test == 0, skip the following command
549 0x01
551 ;; output mode I: moving the program counter
552 0xE9 ; ** move PC to (HL)
554 ;; output mode II: writing bytes
555 0xFE ; A compare 0. finished writing?
556 0x00
557 0x20 ; if we are not finished, skip cleanup
558 0x04 ; JUMP
560 ;; CLEANUP
561 ;; btw, A is already zero.
562 0xAF ; zero A [D35F]
563 0x57 ; A->D; makes D=0.
564 0x18 ; end of frame
565 0xBC
567 ;; ---- end of cleanup
570 ;; continue writing bytes
571 0x1D ;; decrement E, the number of bytes to write [D363]
572 0x78 ;; B->A; now A contains the pressed keys
573 0x77 ;; copy A to (HL)
574 0x23 ;; increment HL
575 0x18 ;; end frame. [goto D31F]
576 0xB6 ;; TODO: set skip length backwards
579 ;; ---- end of o/p section
581 ;; i/p mode
582 ;; adhere to the mode discipline:
583 ;; D must be one of 0x00 0x08 0x10 0x18.
585 0x3E ;; load the constant 57 into A. [D369]
586 0x57
587 0x82 ;; add the mode to A
588 0xEA ;; store A into "thing to execute"
589 0x74
590 0xD3
592 0x3E ;; load the constant 8 into A
593 0x08
594 0x82 ;; add the mode to A
596 0x57 ;; store the incremented mode into D
597 0x78 ;; B->A; now A contains the pressed keys
599 0x00 ;; var: thing to execute [D374]
601 0x18 ;; end frame
602 0xA8
603 ]
604 )
606 (defn write-mem-dyl []
607 (-> (tick (mid-game))
608 (IE! 0)
609 (inject-item-assembly (write-memory-assembly*))))
612 (defn dylan* []
613 (->
614 (write-mem-dyl)
616 (tick)
617 (tick)
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)
631 (tick)
632 (tick)
633 (tick)
634 (tick)
635 (tick)
636 (tick)
637 (tick)
638 (tick)
639 (tick)
640 (tick)
641 (tick)
642 (tick)
643 (tick)
644 (tick)
645 (tick)
646 (tick)
647 (tick)
648 (tick)
649 (tick)
650 (tick)
651 (tick)
653 ;;(view-memory 0xD374)
654 (tick)
655 (tick)
656 (tick)
657 (tick)
658 (tick)
659 (tick)
660 (tick)
661 (tick)
662 (tick)
663 (tick)
664 (tick)
665 (tick)
666 (tick)
667 (tick)
668 (tick)
669 ;;(view-memory 0xD374)
670 (d-tick)
672 (view-register "A" A)
673 (view-register "B" B)
674 (view-register "C" C))
676 )
679 (defn dylan []
680 (->
681 (write-mem-dyl)
682 (tick)
683 (tick)
684 (tick)
685 (tick)
686 (tick)
687 (tick)
688 (tick)
689 (tick)
690 (tick)
691 (tick)
692 (tick)
693 (tick)
694 (tick)
695 (tick)
696 (tick) ;; first loop
699 (tick)
700 (tick)
701 (tick)
702 (tick)
703 (tick)
704 (tick)
705 (tick)
706 (tick)
707 (tick)
708 (tick)
709 (tick)
710 (tick)
711 (tick) ;; dpad bits
713 (tick)
714 (tick)
715 (tick)
716 (tick)
717 (tick)
718 (tick)
719 (tick)
720 (tick)
721 (d-tick)
725 (view-register "A" A)
726 (view-register "B" B)
727 (view-register "C" C)
729 ))
734 (defn d2 []
735 (->
736 (write-mem-dyl)
737 (view-memory 0xD31F)
738 step step step step step
739 (view-memory 0xD31F)))
760 (defn write-memory-assembly []
761 [
762 ;; Main Timing Loop
763 ;; Constantly check for v-blank and Trigger main state machine on
764 ;; every transtion from v-blank to non-v-blank.
766 0x18 ; D31D ; Variable declaration
767 0x02 ; D31E
768 0x00 ; D31F ; frame-count
769 0x00 ; D320 ; v-blank-prev
771 0xF0 ; D321 ; load v-blank mode flags into A
772 0x41
773 0x00
776 ;; Branch dependent on v-blank. v-blank happens when the last two
777 ;; bits in A are "01"
778 0xCB ; D324
779 0x4F ; D325
781 0xC2 ; D326 ; if bit-1 is not 0, then
782 0x3E ; D327 ; GOTO non-v-blank.
783 0xD3 ; D328
785 0xCB ; D329
786 0x47 ; D32A
788 0xCA ; D32B ; if bit-0 is not 1, then
789 0x3E ; D32C ; GOTO non-v-blank.
790 0xD3 ; D32D
792 ;; V-Blank
793 ;; Activate state-machine if this is a transition event.
795 0xFA ; D32E ; load v-bank-prev into A
796 0x20 ; D32F
797 0xD3 ; D330
799 0xFE ; D331 ; compare A to 0. >--------\
800 0x00 ; D332 \
801 ; |
802 ;; set v-blank-prev to 1. |
803 0x3E ; D333 ; load 1 into A. |
804 0x01 ; D334 |
805 ; |
806 0xEA ; D335 ; load A into v-blank-prev |
807 0x20 ; D336 |
808 0xD3 ; D337 |
809 ; /
810 ;; if v-blank-prev was 0, activate state-machine <------/
811 0xCA ; D338 ; if v-blank-prev
812 0x46 ; D339 ; was 0,
813 0xD3 ; D33A ; GOTO state-machine
815 0xC3 ; D33B
816 0x1D ; D33C
817 0xD3 ; D33D ; GOTO beginning
818 ;; END V-blank
820 ;; Non-V-Blank
821 ;; Set v-blank-prev to 0
822 0x3E ; D33E ; load 0 into A
823 0x00 ; D33F
825 0xEA ; D340 ; load A into v-blank-prev
826 0x20 ; D341
827 0xD3 ; D342
829 0xC3 ; D343
830 0x1D ; D344
831 0xD3 ; D345 ; GOTO beginning
832 ;; END Not-V-Blank
835 ;; Main State Machine -- Input Section
836 ;; This is called once every frame.
837 ;; It collects input and uses it to drive the
838 ;; state transitions.
840 ;; Increment frame-count
841 0xFA ; D346 ; load frame-count into A
842 0x1F ; D347
843 0xD3 ; D348
845 0x3C ; D349 ; inc A
847 0xEA ; D34A
848 0x1F ; D34B ; load A into frame-count
849 0xD3 ; D34C
851 0x00 ; D34D ; glue :)
853 0x18 ;D34E ; skip next 3 bytes
854 0x03 ;D34F
855 ;D350
856 (Integer/parseInt "00100000" 2) ; select directional pad
857 ;D351
858 (Integer/parseInt "00010000" 2) ; select buttons
859 0x00 ;D352 ; input-number
861 ;; select directional pad; store low bits in B
863 0xFA ;D353 ; load (D350) into A
864 0x50 ;D354 -->
865 0xD3 ;D355 --> D350
867 0xE0 ;D356 ; load (A), which is
868 0x00 ;D357 --> ; 00010000, into FF00
869 0x00 ;D358 --> FF00 ;; NO-OP
871 0x06 ;D359
872 ;D35A
873 (Integer/parseInt "11110000" 2) ; "11110000" -> B
874 0xF0 ;D35B ; (FF00) -> A
875 0x00 ;D35C
876 0x00 ;D35D ;; NO-OP
878 0xCB ;D35E ; swap nybbles on A
879 0x37 ;D35F
880 0xA0 ;D360 ; (AND A B) -> A
881 0x47 ;D361 ; A -> B
883 ;; select buttons; store bottom bits in C
885 0xFA ;D362 ; load (D351) into A
886 0x51 ;D363 -->
887 0xD3 ;D364 --> D351
889 0xE0 ;D365 ; load (A), which is
890 0x00 ;D366 --> ; 00001000, into FF00
891 0x00 ;D367 --> FF00 ;; NO-OP
893 0x0E ;D368
894 ;D369
895 (Integer/parseInt "00001111" 2) ; "00001111" -> C
897 0xF0 ;D36A ; (FF00) -> A
898 0x00 ;D36B
899 0x00 ;D36C
901 0xA1 ;D36D ; (AND A C) -> A
902 0x4F ;D36E ; A -> C
904 ;; combine the B and C registers into the input number
905 0x79 ;D36F ; C -> A
906 0xB0 ;D370 ; (OR A B) -> A
907 0x2F ;D371 ; negate A
909 0xEA ;D372 ; store A into input-number
910 0x52 ;D373
911 0xD3 ;D374
913 0x00 ;D375
914 0x00 ;D376
915 0x00 ;D377
916 0x00 ;D378
917 0x00 ;D379
918 0x00 ;D37A
919 0x00 ;D37B ; these are here because
920 0x00 ;D37C ; I messed up :(
921 0x00 ;D37D
922 0x00 ;D37E
923 0x00 ;D37F
925 ;; beginning of main state machine
926 0x18 ;D380 ; Declaration of variables
927 0x05 ;D381 ; 5 variables:
928 0x00 ;D382 ; current-mode
929 0x00 ;D383 ; bytes-to-write
930 0x00 ;D384 ; bytes-written
931 0x00 ;D385 ; start-point-high
932 0x00 ;D386 ; start-point-low
935 ;; banch on current mode
936 0xFA ;D387 ; load current-mode (0xD382)
937 0x82 ;D388 ; into A
938 0xD3 ;D389
939 0x00 ;D38A
942 ;; GOTO Mode 0 (input-mode) if current-mode is 0
943 0xFE ;D38B
944 0x00 ;D38C ; compare A with 0x00
946 0xCA ;D38D ; goto Mode 0 if A == 0
947 0xA8 ;D38E
948 0xD3 ;D38F
950 ;; GOTO Mode 1 (set-length) if current-mode is 1
951 0xFE ;D390
952 0x01 ;D391 ; compare A with 0x01
954 0xCA ;D392
955 0xB1 ;D393
956 0xD3 ;D394 ; goto Mode 1 if A == 1
958 ;; GOTO Mode 2 (set-start-point-high) if current mode is 2
959 0xFE ;D395
960 0x02 ;D396 ; compare A with 0x02
962 0xCA ;D397
963 0xBF ;D398
964 0xD3 ;D399 ; goto Mode 2 if A == 2
966 ;; GOTO Mode 3 (set-start-point-low) if current mode is 3
967 0xFE ;D39A
968 0x03 ;D39B
970 0xCA ;D39C
971 0xCD ;D39D
972 0xD3 ;D39E ; goto Mode 3 if A == 3
974 ;; GOTO Mode 4 (write-memory) if current mode is 4
975 0xFE ;D39F
976 0x04 ;D3A0
978 0xCA ;D3A1
979 0xDB ;D3A2
980 0xD3 ;D3A3
982 0x00 ;D3A4
983 ;; End of Mode checking, goto beginning
984 0xC3 ;D3A5
985 0x1D ;D3A6
986 0xD3 ;D3A7
989 ;; Mode 0 -- input-mode mode
990 ;; means that we are waiting for a mode, so set the mode to
991 ;; whatever is currently in input-number. If nothing is
992 ;; entered, then the program stays in input-mode mode
994 ;; set current-mode to input-number
995 0xFA ;D3A8 ; load input-number (0xD352)
996 0x52 ;D3A9 ; into A
997 0xD3 ;D3AA
999 0xEA ;D3AB ; load A into current-mode
1000 0x82 ;D3AC ; (0xD382)
1001 0xD3 ;D3AD
1003 0xC3 ;D3AE ; go back to beginning
1004 0x1D ;D3AF
1005 0xD3 ;D3B0
1006 ;; End Mode 0
1009 ;; Mode 1 -- set-length mode
1010 ;; This is the header for writing things to memory.
1011 ;; User specifies the number of bytes to write.
1012 ;; Mode is auto advanced to Mode 2 after this mode
1013 ;; completes.
1015 ;; Set bytes left to write to input-number;
1016 ;; set current-mode to 0x02.
1017 0xFA ;D3B1 ; load input-number (0xD352)
1018 0x52 ;D3B2 ; into A
1019 0xD3 ;D3B3
1021 0xEA ;D3B4 ; load A into bytes-left-to-write
1022 0x83 ;D3B5 ; (0xD383)
1023 0xD3 ;D3B6
1025 0x3E ;D3B7 ; load 0x02 into A.
1026 0x02 ;D3B8
1028 0xEA ;D3B9 ; load A to current-mode
1029 0x82 ;D3BA ; advancing from Mode 1 to
1030 0xD3 ;D3BB ; Mode 2
1032 0xC3 ;D3BC ; go back to beginning
1033 0x1D ;D3BD
1034 0xD3 ;D3BE
1035 ;; End Mode 1
1038 ;; Mode 2 -- set start-point-high mode
1039 ;; Middle part of the header for writing things to memory.
1040 ;; User specifies the start location in RAM to which
1041 ;; data will be written.
1042 ;; Mode is auto advanced to Mode 3 after this mode completes.
1044 ;; Set start-point-high to input-number;
1045 ;; set current mode to 0x03.
1046 0xFA ;D3BF ; load input-number (0xD352)
1047 0x52 ;D3C0 ; into A
1048 0xD3 ;D3C1
1050 0xEA ;D3C2 ; load A into start-point-high
1051 0x85 ;D3C3 ; (0xD385)
1052 0xD3 ;D3C4
1054 0x3E ;D3C5 ; load 0x03 into A.
1055 0x03 ;D3C6
1057 0xEA ;D3C7 ; load A to current-mode,
1058 0x82 ;D3C8 ; advancing from Mode 2 to
1059 0xD3 ;D3C9 ; Mode 3.
1061 0xC3 ;D3CA ; go back to beginning
1062 0x1D ;D3CB
1063 0xD3 ;D3CC
1064 ;;End Mode 2
1067 ;; Mode 3 -- set-start-point-low mode
1068 ;; Final part of header for writing things to memory.
1069 ;; User specifies the low bytes of 16 bit start-point.
1071 ;; Set start-point-low to input-number;
1072 ;; set current mode to 0x04
1073 0xFA ;D3CD ; load input-number into A
1074 0x52 ;D3CE
1075 0xD3 ;D3CF
1077 0xEA ;D3D0 ; load A into start-point-low
1078 0x86 ;D3D1
1079 0xD3 ;D3D2
1081 0x3E ;D3D3 ; load 0x04 into A.
1082 0x04 ;D3D4
1084 0xEA ;D3D5 ; load A to current-mode,
1085 0x82 ;D3D6 ; advancing from Mode 3 to
1086 0xD3 ;D3D7 ; Mode 4.
1088 0xC3 ;D3D8 ; go back to beginning
1089 0x1D ;D3D9
1090 0xD3 ;D3DA
1092 ;; Mode 4 -- write bytes mode
1094 ;; This is where RAM manipulation happens. User supplies
1095 ;; bytes every frame, which are written sequentially to
1096 ;; start-point until bytes-to-write have been written. Once
1097 ;; bytes-to-write have been written, the mode is reset to 0.
1099 ;; compare bytes-written with bytes-to-write.
1100 ;; if they are the same, then reset mode to 0
1102 0xFA ;D3DB ; load bytes-to-write into A
1103 0x83 ;D3DC
1104 0xD3 ;D3DD
1106 0x47 ;D3DE ; load A into B
1108 0xFA ;D3DF ; load bytes-written into A
1109 0x84 ;D3E0
1110 0xD3 ;D3E1
1112 0xB8 ;D3E2 ; compare A with B
1114 0xCA ;D3E3 ; if they are equal, go to cleanup
1115 0x07 ;D3E4
1116 0xD4 ;D3E5
1118 ;; Write Memory Section
1119 ;; Write the input-number, interpreted as an 8-bit number,
1120 ;; into the current target register, determined by
1121 ;; (+ start-point bytes-written).
1122 ;; Then, increment bytes-written by 1.
1124 0xFA ;D3E6 ; load start-point-high into A
1125 0x85 ;D3E7
1126 0xD3 ;D3E8
1128 0x67 ;D3E9 ; load A into H
1130 0xFA ;D3EA ; load start-point-low into A
1131 0x86 ;D3EB
1132 0xD3 ;D3EC
1134 0x6F ;D3ED ; load A into L
1136 0xFA ;D3EE ; load bytes-written into A
1137 0x84 ;D3EF
1138 0xD3 ;D3F0
1140 0x00 ;D3F1 ; These are here because
1141 0x00 ;D3F2 ; I screwed up again.
1142 0x00 ;D3F3
1144 0x85 ;D3F4 ; add L to A; store A in L.
1145 0x6F ;D3F5
1147 0x30 ;D3F6 ; If the addition overflowed,
1148 0x01 ;D3F7
1149 0x24 ;D3F8 ; increment H.
1151 ;; Now, HL points to the correct place in memory
1153 0xFA ;D3F9 ; load input-number into A
1154 0x52 ;D3FA
1155 0xD3 ;D3FB
1157 0x77 ;D3FC ; load A into (HL)
1159 0xFA ;D3FD ; load bytes-written into A
1160 0x84 ;D3FE
1161 0xD3 ;D3FF
1163 0x3C ;D400 ; increment A
1165 0xEA ;D401 ; load A into bytes-written
1166 0x84 ;D402
1167 0xD3 ;D403
1169 0xC3 ;D404 ; go back to beginning.
1170 0x1D ;D405
1171 0xD3 ;D406
1172 ;; End Write Memory Section
1174 ;; Mode 4 Cleanup Section
1175 ;; reset bytes-written to 0
1176 ;; set mode to 0
1177 0x3E ;D407 ; load 0 into A
1178 0x00 ;D408
1180 0xEA ;D409 ; load A into bytes-written
1181 0x84 ;D40A
1182 0xD3 ;D40B
1184 0xEA ;D40C ; load A into current-mode
1185 0x82 ;D40D
1186 0xD3 ;D40E
1188 0xC3 ;D40F ; go back to beginning
1189 0x1D ;D410
1190 0xD3 ;D411
1192 ;; End Mode 4
1194 ])
1198 (def frame-count 0xD31F)
1199 (def input 0xD352)
1200 (def current-mode 0xD382)
1201 (def bytes-to-write 0xD383)
1202 (def bytes-written 0xD384)
1203 (def start-point-high 0xD385)
1204 (def start-point-low 0xD386)
1208 (defn write-memory []
1209 (-> (tick (mid-game))
1210 (IE! 0) ; disable interrupts
1211 (inject-item-assembly (write-memory-assembly))))
1213 (defn test-write-memory []
1214 (set-state! (write-memory))
1215 (dorun
1216 (dotimes [_ 5000]
1217 (view-memory (step @current-state) current-mode))))
1219 (def bytes-to-write 0xD383)
1220 (def start-point 0xD384)
1222 (defn print-blank-assembly
1223 [start end]
1224 (dorun
1225 (map
1226 #(println (format "0x00 ;%04X " %))
1227 (range start end))))
1229 (defn test-mode-2 []
1230 (->
1231 (write-memory)
1232 (view-memory frame-count)
1233 (step)
1234 (step [:a])
1235 (step [:b])
1236 (step [:start])
1237 (step [])
1238 (view-memory frame-count)))
1242 (defn dylan-test-mode
1243 ([] (dylan-test-mode (write-mem-dyl)))
1244 ([target-state]
1245 (let [
1246 v-blank-prev 54046
1247 btn-register 65280
1248 eggs 0xD374
1251 (->
1252 target-state
1254 (tick)
1255 (tick)
1256 (tick)
1257 (tick);; jumps back to beginning
1259 (tick)
1260 (tick)
1261 (tick)
1262 (tick)
1263 (tick)
1264 (tick)
1265 (tick)
1266 (tick)
1267 (tick)
1268 (tick)
1269 (tick)
1270 (tick)
1273 (tick)
1274 (tick)
1275 (tick)
1276 (tick)
1277 (tick)
1278 (tick)
1279 (tick)
1280 (tick)
1281 (tick)
1282 (tick)
1283 (tick)
1284 (tick)
1285 (tick)
1286 (tick)
1287 (tick)
1288 (tick)
1289 (tick)
1290 (tick)
1291 (tick)
1292 (tick)
1293 (tick) ;; just complemented A
1295 (tick)
1296 (DE! 0x1800)
1297 (AF! 0x7700) ;; change inputs @ A
1298 (tick)
1299 (tick)
1300 (tick)
1301 (tick)
1302 (tick)
1304 ;;(view-memory eggs)
1305 (tick)
1306 (tick)
1307 ;;(view-memory eggs)
1308 (tick)
1309 (tick)
1310 (tick)
1311 (tick)
1312 (tick)
1313 (tick)
1314 (d-tick)
1317 ;;(view-memory btn-register)
1318 (view-register "A" A)
1319 (view-register "B" B)
1321 ;;(view-register "C" C)
1322 (view-register "D" D)
1323 (view-register "E" E)
1324 (view-register "H" H)
1325 (view-register "L" L)
1326 ))))
1330 (defn drive-dylan []
1331 (-> (write-mem-dyl)
1332 (#(do (println "memory from 0xC00F to 0xC01F:"
1333 (subvec (vec (memory %)) 0xC00F 0xC01F)) %))
1334 (step [])
1335 (step [])
1336 (step [])
1337 (step [:start])
1338 (step [:select])
1339 (step [:u :d])
1340 (step [:a :b :start :select])
1341 (step [:a])
1342 (step [:b])
1343 (step [:a :b])
1344 (step [:select])
1345 (step [])
1346 (step [])
1347 (step [])
1348 (#(do (println "memory from 0xC00F to 0xC01F:"
1349 (subvec (vec (memory %)) 0xC00F 0xC01F)) %))
1350 ))
1352 (defn test-mode-4
1353 ([] (test-mode-4 (write-memory)))
1354 ([target-state]
1355 (->
1356 target-state
1357 (#(do (println "memory from 0xC00F to 0xC01F:"
1358 (subvec (vec (memory %)) 0xC00F 0xC01F)) %))
1359 (view-memory current-mode)
1360 (step [])
1361 (step [])
1362 (step [])
1363 (#(do (println "after three steps") %))
1364 (view-memory current-mode)
1366 ;; Activate memory writing mode
1368 (#(do (println "step with [:a]") %))
1369 (step [:a])
1370 (view-memory current-mode)
1371 (view-memory bytes-to-write)
1372 (view-memory start-point-high)
1373 (view-memory start-point-low)
1375 ;; Specify four bytes to be written
1377 (#(do (println "step with [:select]")%))
1378 (step [:select])
1379 (view-memory current-mode)
1380 (view-memory bytes-to-write)
1381 (view-memory start-point-high)
1382 (view-memory start-point-low)
1384 ;; Specify target memory address as 0xC00F
1386 (#(do (println "step with [:u :d]")%))
1387 (step [:u :d])
1388 (view-memory current-mode)
1389 (view-memory bytes-to-write)
1390 (view-memory start-point-high)
1391 (view-memory start-point-low)
1393 (#(do (println "step with [:a :b :start :select]")%))
1394 (step [:a :b :start :select])
1395 (view-memory current-mode)
1396 (view-memory bytes-to-write)
1397 (view-memory start-point-high)
1398 (view-memory start-point-low)
1400 ;; Start reprogramming memory
1402 (#(do (println "step with [:a]")%))
1403 (step [:a])
1404 (view-memory current-mode)
1405 (view-memory bytes-written)
1407 (#(do (println "step with [:b]")%))
1408 (step [:b])
1409 (view-memory current-mode)
1410 (view-memory bytes-written)
1412 (#(do (println "step with [:a :b]")%))
1413 (step [:a :b])
1414 (view-memory current-mode)
1415 (view-memory bytes-written)
1417 (#(do (println "step with [:select]")%))
1418 (step [:select])
1419 (view-memory current-mode)
1420 (view-memory bytes-written)
1422 ;; Reprogramming done, program ready for more commands.
1424 (#(do (println "step with []")%))
1425 (step [])
1426 (view-memory current-mode)
1427 (view-memory bytes-written)
1429 (#(do (println "memory from 0xC00F to 0xC01F:"
1430 (subvec (vec (memory %)) 0xC00F 0xC01F)) %)))))