Mercurial > vba-clojure
view clojure/com/aurellem/assembly.clj @ 135:eb6ba88088d3
Wrote a more efficient input-number-assembly program; 91 oc -> 60 oc.
author | Dylan Holmes <ocsenave@gmail.com> |
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date | Sun, 18 Mar 2012 05:13:19 -0500 |
parents | 7f7cc8858d2e |
children | ffeeabae7dcd |
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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))))495 (defn write-memory-assembly* []496 [497 ;; --------- FRAME METRONOME499 0x18 ;; D31D500 0x01501 0x00 ;; v-blank-prev D31F503 0xFA ;; load modes into A504 0x41505 0xFF507 0x47 ;; A -> B508 0xCB ;; rotate A509 0x2F510 0x2F ;; invert A512 0xA0513 0x47 ;; now B_0 contains (VB==1)515 0xFA ;; load v-blank-prev516 0x1F517 0xD3519 0x2F ;; complement v-blank-prev521 0xA0 ;; A & B --> A522 0x4F ;; now C_0 contains increment?525 0x78 ;; B->A527 0xEA ;; spit A --> vbprev528 0x1F529 0xD3531 0x41 ;test C_0532 0x20 ; nonzero jump533 0x04535 0xC3 ; ; go back to beginning536 0x1D ;537 0xD3 ;539 ;; -------- GET BUTTON INPUT540 0x00 ;; var: which-input D339541 ;; prepare to select bits543 0x01 ;; load 0x0000 into BC544 0x00545 0x00547 0x3E ;; load 0x20 into A548 0x20551 0xEA ;; load A into [FF00] ;; D33F (not D33C)552 0x00553 0xFF555 0xFA ;; load A from [FF00]556 0x00557 0xFF559 0xE6 ;; bitmask 00001111560 0x0F562 0xB0 ;; A or B --> A564 0xCB565 0x41 ;; test bit 0 of C566 0x20 ;; jump forward if 1567 0x08569 0x47 ;; A -> B570 0xCB ;; swap B nybbles571 0x30572 0x0C ;; increment C573 0x3E ;; load 0x10 into A574 0x10575 0x18 ;; JUMP back to "load A into [FF00]" [20 steps?]576 0xEB578 ;; now A contains the pressed keys579 0xEA ;; copy keys to input-number [D339]580 0x39581 0xD3582 0x18 ;;583 0xEB586 ]587 )589 (defn write-mem-dyl []590 (-> (tick (mid-game))591 (IE! 0)592 (inject-item-assembly (write-memory-assembly*))))595 (defn dylan []596 (->597 (write-mem-dyl)598 (tick)599 (tick)600 (tick)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)616 (tick)617 (tick)618 (tick)619 (tick)620 (tick)621 (tick)622 (tick)623 (tick)624 (tick)625 (tick)628 (d-tick)631 (view-register "A" A)632 (view-register "B" B)633 (view-register "C" C)635 ))640 (defn d2 []641 (->642 (write-mem-dyl)643 (view-memory 0xD31F)644 step step step step step645 (view-memory 0xD31F)))666 (defn write-memory-assembly []667 [668 ;; Main Timing Loop669 ;; Constantly check for v-blank and Trigger main state machine on670 ;; every transtion from v-blank to non-v-blank.672 0x18 ; D31D ; Variable declaration673 0x02 ; D31E674 0x00 ; D31F ; frame-count675 0x00 ; D320 ; v-blank-prev677 0xF0 ; D321 ; load v-blank mode flags into A678 0x41679 0x00682 ;; Branch dependent on v-blank. v-blank happens when the last two683 ;; bits in A are "01"684 0xCB ; D324685 0x4F ; D325687 0xC2 ; D326 ; if bit-1 is not 0, then688 0x3E ; D327 ; GOTO non-v-blank.689 0xD3 ; D328691 0xCB ; D329692 0x47 ; D32A694 0xCA ; D32B ; if bit-0 is not 1, then695 0x3E ; D32C ; GOTO non-v-blank.696 0xD3 ; D32D698 ;; V-Blank699 ;; Activate state-machine if this is a transition event.701 0xFA ; D32E ; load v-bank-prev into A702 0x20 ; D32F703 0xD3 ; D330705 0xFE ; D331 ; compare A to 0. >--------\706 0x00 ; D332 \707 ; |708 ;; set v-blank-prev to 1. |709 0x3E ; D333 ; load 1 into A. |710 0x01 ; D334 |711 ; |712 0xEA ; D335 ; load A into v-blank-prev |713 0x20 ; D336 |714 0xD3 ; D337 |715 ; /716 ;; if v-blank-prev was 0, activate state-machine <------/717 0xCA ; D338 ; if v-blank-prev718 0x46 ; D339 ; was 0,719 0xD3 ; D33A ; GOTO state-machine721 0xC3 ; D33B722 0x1D ; D33C723 0xD3 ; D33D ; GOTO beginning724 ;; END V-blank726 ;; Non-V-Blank727 ;; Set v-blank-prev to 0728 0x3E ; D33E ; load 0 into A729 0x00 ; D33F731 0xEA ; D340 ; load A into v-blank-prev732 0x20 ; D341733 0xD3 ; D342735 0xC3 ; D343736 0x1D ; D344737 0xD3 ; D345 ; GOTO beginning738 ;; END Not-V-Blank741 ;; Main State Machine -- Input Section742 ;; This is called once every frame.743 ;; It collects input and uses it to drive the744 ;; state transitions.746 ;; Increment frame-count747 0xFA ; D346 ; load frame-count into A748 0x1F ; D347749 0xD3 ; D348751 0x3C ; D349 ; inc A753 0xEA ; D34A754 0x1F ; D34B ; load A into frame-count755 0xD3 ; D34C757 0x00 ; D34D ; glue :)759 0x18 ;D34E ; skip next 3 bytes760 0x03 ;D34F761 ;D350762 (Integer/parseInt "00100000" 2) ; select directional pad763 ;D351764 (Integer/parseInt "00010000" 2) ; select buttons765 0x00 ;D352 ; input-number767 ;; select directional pad; store low bits in B769 0xFA ;D353 ; load (D350) into A770 0x50 ;D354 -->771 0xD3 ;D355 --> D350773 0xE0 ;D356 ; load (A), which is774 0x00 ;D357 --> ; 00010000, into FF00775 0x00 ;D358 --> FF00 ;; NO-OP777 0x06 ;D359778 ;D35A779 (Integer/parseInt "11110000" 2) ; "11110000" -> B780 0xF0 ;D35B ; (FF00) -> A781 0x00 ;D35C782 0x00 ;D35D ;; NO-OP784 0xCB ;D35E ; swap nybbles on A785 0x37 ;D35F786 0xA0 ;D360 ; (AND A B) -> A787 0x47 ;D361 ; A -> B789 ;; select buttons; store bottom bits in C791 0xFA ;D362 ; load (D351) into A792 0x51 ;D363 -->793 0xD3 ;D364 --> D351795 0xE0 ;D365 ; load (A), which is796 0x00 ;D366 --> ; 00001000, into FF00797 0x00 ;D367 --> FF00 ;; NO-OP799 0x0E ;D368800 ;D369801 (Integer/parseInt "00001111" 2) ; "00001111" -> C803 0xF0 ;D36A ; (FF00) -> A804 0x00 ;D36B805 0x00 ;D36C807 0xA1 ;D36D ; (AND A C) -> A808 0x4F ;D36E ; A -> C810 ;; combine the B and C registers into the input number811 0x79 ;D36F ; C -> A812 0xB0 ;D370 ; (OR A B) -> A813 0x2F ;D371 ; negate A815 0xEA ;D372 ; store A into input-number816 0x52 ;D373817 0xD3 ;D374819 0x00 ;D375820 0x00 ;D376821 0x00 ;D377822 0x00 ;D378823 0x00 ;D379824 0x00 ;D37A825 0x00 ;D37B ; these are here because826 0x00 ;D37C ; I messed up :(827 0x00 ;D37D828 0x00 ;D37E829 0x00 ;D37F831 ;; beginning of main state machine832 0x18 ;D380 ; Declaration of variables833 0x05 ;D381 ; 5 variables:834 0x00 ;D382 ; current-mode835 0x00 ;D383 ; bytes-to-write836 0x00 ;D384 ; bytes-written837 0x00 ;D385 ; start-point-high838 0x00 ;D386 ; start-point-low841 ;; banch on current mode842 0xFA ;D387 ; load current-mode (0xD382)843 0x82 ;D388 ; into A844 0xD3 ;D389845 0x00 ;D38A848 ;; GOTO Mode 0 (input-mode) if current-mode is 0849 0xFE ;D38B850 0x00 ;D38C ; compare A with 0x00852 0xCA ;D38D ; goto Mode 0 if A == 0853 0xA8 ;D38E854 0xD3 ;D38F856 ;; GOTO Mode 1 (set-length) if current-mode is 1857 0xFE ;D390858 0x01 ;D391 ; compare A with 0x01860 0xCA ;D392861 0xB1 ;D393862 0xD3 ;D394 ; goto Mode 1 if A == 1864 ;; GOTO Mode 2 (set-start-point-high) if current mode is 2865 0xFE ;D395866 0x02 ;D396 ; compare A with 0x02868 0xCA ;D397869 0xBF ;D398870 0xD3 ;D399 ; goto Mode 2 if A == 2872 ;; GOTO Mode 3 (set-start-point-low) if current mode is 3873 0xFE ;D39A874 0x03 ;D39B876 0xCA ;D39C877 0xCD ;D39D878 0xD3 ;D39E ; goto Mode 3 if A == 3880 ;; GOTO Mode 4 (write-memory) if current mode is 4881 0xFE ;D39F882 0x04 ;D3A0884 0xCA ;D3A1885 0xDB ;D3A2886 0xD3 ;D3A3888 0x00 ;D3A4889 ;; End of Mode checking, goto beginning890 0xC3 ;D3A5891 0x1D ;D3A6892 0xD3 ;D3A7895 ;; Mode 0 -- input-mode mode896 ;; means that we are waiting for a mode, so set the mode to897 ;; whatever is currently in input-number. If nothing is898 ;; entered, then the program stays in input-mode mode900 ;; set current-mode to input-number901 0xFA ;D3A8 ; load input-number (0xD352)902 0x52 ;D3A9 ; into A903 0xD3 ;D3AA905 0xEA ;D3AB ; load A into current-mode906 0x82 ;D3AC ; (0xD382)907 0xD3 ;D3AD909 0xC3 ;D3AE ; go back to beginning910 0x1D ;D3AF911 0xD3 ;D3B0912 ;; End Mode 0915 ;; Mode 1 -- set-length mode916 ;; This is the header for writing things to memory.917 ;; User specifies the number of bytes to write.918 ;; Mode is auto advanced to Mode 2 after this mode919 ;; completes.921 ;; Set bytes left to write to input-number;922 ;; set current-mode to 0x02.923 0xFA ;D3B1 ; load input-number (0xD352)924 0x52 ;D3B2 ; into A925 0xD3 ;D3B3927 0xEA ;D3B4 ; load A into bytes-left-to-write928 0x83 ;D3B5 ; (0xD383)929 0xD3 ;D3B6931 0x3E ;D3B7 ; load 0x02 into A.932 0x02 ;D3B8934 0xEA ;D3B9 ; load A to current-mode935 0x82 ;D3BA ; advancing from Mode 1 to936 0xD3 ;D3BB ; Mode 2938 0xC3 ;D3BC ; go back to beginning939 0x1D ;D3BD940 0xD3 ;D3BE941 ;; End Mode 1944 ;; Mode 2 -- set start-point-high mode945 ;; Middle part of the header for writing things to memory.946 ;; User specifies the start location in RAM to which947 ;; data will be written.948 ;; Mode is auto advanced to Mode 3 after this mode completes.950 ;; Set start-point-high to input-number;951 ;; set current mode to 0x03.952 0xFA ;D3BF ; load input-number (0xD352)953 0x52 ;D3C0 ; into A954 0xD3 ;D3C1956 0xEA ;D3C2 ; load A into start-point-high957 0x85 ;D3C3 ; (0xD385)958 0xD3 ;D3C4960 0x3E ;D3C5 ; load 0x03 into A.961 0x03 ;D3C6963 0xEA ;D3C7 ; load A to current-mode,964 0x82 ;D3C8 ; advancing from Mode 2 to965 0xD3 ;D3C9 ; Mode 3.967 0xC3 ;D3CA ; go back to beginning968 0x1D ;D3CB969 0xD3 ;D3CC970 ;;End Mode 2973 ;; Mode 3 -- set-start-point-low mode974 ;; Final part of header for writing things to memory.975 ;; User specifies the low bytes of 16 bit start-point.977 ;; Set start-point-low to input-number;978 ;; set current mode to 0x04979 0xFA ;D3CD ; load input-number into A980 0x52 ;D3CE981 0xD3 ;D3CF983 0xEA ;D3D0 ; load A into start-point-low984 0x86 ;D3D1985 0xD3 ;D3D2987 0x3E ;D3D3 ; load 0x04 into A.988 0x04 ;D3D4990 0xEA ;D3D5 ; load A to current-mode,991 0x82 ;D3D6 ; advancing from Mode 3 to992 0xD3 ;D3D7 ; Mode 4.994 0xC3 ;D3D8 ; go back to beginning995 0x1D ;D3D9996 0xD3 ;D3DA998 ;; Mode 4 -- write bytes mode1000 ;; This is where RAM manipulation happens. User supplies1001 ;; bytes every frame, which are written sequentially to1002 ;; start-point until bytes-to-write have been written. Once1003 ;; bytes-to-write have been written, the mode is reset to 0.1005 ;; compare bytes-written with bytes-to-write.1006 ;; if they are the same, then reset mode to 01008 0xFA ;D3DB ; load bytes-to-write into A1009 0x83 ;D3DC1010 0xD3 ;D3DD1012 0x47 ;D3DE ; load A into B1014 0xFA ;D3DF ; load bytes-written into A1015 0x84 ;D3E01016 0xD3 ;D3E11018 0xB8 ;D3E2 ; compare A with B1020 0xCA ;D3E3 ; if they are equal, go to cleanup1021 0x07 ;D3E41022 0xD4 ;D3E51024 ;; Write Memory Section1025 ;; Write the input-number, interpreted as an 8-bit number,1026 ;; into the current target register, determined by1027 ;; (+ start-point bytes-written).1028 ;; Then, increment bytes-written by 1.1030 0xFA ;D3E6 ; load start-point-high into A1031 0x85 ;D3E71032 0xD3 ;D3E81034 0x67 ;D3E9 ; load A into H1036 0xFA ;D3EA ; load start-point-low into A1037 0x86 ;D3EB1038 0xD3 ;D3EC1040 0x6F ;D3ED ; load A into L1042 0xFA ;D3EE ; load bytes-written into A1043 0x84 ;D3EF1044 0xD3 ;D3F01046 0x00 ;D3F1 ; These are here because1047 0x00 ;D3F2 ; I screwed up again.1048 0x00 ;D3F31050 0x85 ;D3F4 ; add L to A; store A in L.1051 0x6F ;D3F51053 0x30 ;D3F6 ; If the addition overflowed,1054 0x01 ;D3F71055 0x24 ;D3F8 ; increment H.1057 ;; Now, HL points to the correct place in memory1059 0xFA ;D3F9 ; load input-number into A1060 0x52 ;D3FA1061 0xD3 ;D3FB1063 0x77 ;D3FC ; load A into (HL)1065 0xFA ;D3FD ; load bytes-written into A1066 0x84 ;D3FE1067 0xD3 ;D3FF1069 0x3C ;D400 ; increment A1071 0xEA ;D401 ; load A into bytes-written1072 0x84 ;D4021073 0xD3 ;D4031075 0xC3 ;D404 ; go back to beginning.1076 0x1D ;D4051077 0xD3 ;D4061078 ;; End Write Memory Section1080 ;; Mode 4 Cleanup Section1081 ;; reset bytes-written to 01082 ;; set mode to 01083 0x3E ;D407 ; load 0 into A1084 0x00 ;D4081086 0xEA ;D409 ; load A into bytes-written1087 0x84 ;D40A1088 0xD3 ;D40B1090 0xEA ;D40C ; load A into current-mode1091 0x82 ;D40D1092 0xD3 ;D40E1094 0xC3 ;D40F ; go back to beginning1095 0x1D ;D4101096 0xD3 ;D4111098 ;; End Mode 41100 ])1104 (def frame-count 0xD31F)1105 (def input 0xD352)1106 (def current-mode 0xD382)1107 (def bytes-to-write 0xD383)1108 (def bytes-written 0xD384)1109 (def start-point-high 0xD385)1110 (def start-point-low 0xD386)1114 (defn write-memory []1115 (-> (tick (mid-game))1116 (IE! 0) ; disable interrupts1117 (inject-item-assembly (write-memory-assembly))))1119 (defn test-write-memory []1120 (set-state! (write-memory))1121 (dorun1122 (dotimes [_ 5000]1123 (view-memory (step @current-state) current-mode))))1125 (def bytes-to-write 0xD383)1126 (def start-point 0xD384)1128 (defn print-blank-assembly1129 [start end]1130 (dorun1131 (map1132 #(println (format "0x00 ;%04X " %))1133 (range start end))))1135 (defn test-mode-2 []1136 (->1137 (write-memory)1138 (view-memory frame-count)1139 (step)1140 (step [:a])1141 (step [:b])1142 (step [:start])1143 (step [])1144 (view-memory frame-count)))1146 (defn test-mode-41147 ([] (test-mode-4 (write-memory)))1148 ([target-state]1149 (->1150 target-state1151 (#(do (println "memory from 0xC00F to 0xC01F:"1152 (subvec (vec (memory %)) 0xC00F 0xC01F)) %))1153 (view-memory current-mode)1154 (step [])1155 (step [])1156 (step [])1157 (#(do (println "after three steps") %))1158 (view-memory current-mode)1160 ;; Activate memory writing mode1162 (#(do (println "step with [:a]") %))1163 (step [:a])1164 (view-memory current-mode)1165 (view-memory bytes-to-write)1166 (view-memory start-point-high)1167 (view-memory start-point-low)1169 ;; Specify four bytes to be written1171 (#(do (println "step with [:select]")%))1172 (step [:select])1173 (view-memory current-mode)1174 (view-memory bytes-to-write)1175 (view-memory start-point-high)1176 (view-memory start-point-low)1178 ;; Specify target memory address as 0xC00F1180 (#(do (println "step with [:u :d]")%))1181 (step [:u :d])1182 (view-memory current-mode)1183 (view-memory bytes-to-write)1184 (view-memory start-point-high)1185 (view-memory start-point-low)1187 (#(do (println "step with [:a :b :start :select]")%))1188 (step [:a :b :start :select])1189 (view-memory current-mode)1190 (view-memory bytes-to-write)1191 (view-memory start-point-high)1192 (view-memory start-point-low)1194 ;; Start reprogramming memory1196 (#(do (println "step with [:a]")%))1197 (step [:a])1198 (view-memory current-mode)1199 (view-memory bytes-written)1201 (#(do (println "step with [:b]")%))1202 (step [:b])1203 (view-memory current-mode)1204 (view-memory bytes-written)1206 (#(do (println "step with [:a :b]")%))1207 (step [:a :b])1208 (view-memory current-mode)1209 (view-memory bytes-written)1211 (#(do (println "step with [:select]")%))1212 (step [:select])1213 (view-memory current-mode)1214 (view-memory bytes-written)1216 ;; Reprogramming done, program ready for more commands.1218 (#(do (println "step with []")%))1219 (step [])1220 (view-memory current-mode)1221 (view-memory bytes-written)1223 (#(do (println "memory from 0xC00F to 0xC01F:"1224 (subvec (vec (memory %)) 0xC00F 0xC01F)) %)))))