view clojure/com/aurellem/assembly.clj @ 136:ffeeabae7dcd

minor tweaking; incremental results: 91 -> 58
author Dylan Holmes <ocsenave@gmail.com>
date Sun, 18 Mar 2012 05:53:25 -0500
parents eb6ba88088d3
children 1c58fa3cfc68
line wrap: on
line source
1 (ns com.aurellem.assembly
2 (:use (com.aurellem gb-driver vbm title items))
3 (:import [com.aurellem.gb_driver SaveState]))
5 (defn mid-game []
6 (read-state "mid-game"))
8 (defn inject-assembly
9 ([^SaveState state
10 program-counter registers
11 assembly-code]
12 (let [scratch-memory (memory state)]
13 ;; inject assembly code
14 (dorun (map (fn [index val]
15 (aset scratch-memory index val))
16 (range program-counter
17 (+ program-counter (count assembly-code)))
18 assembly-code))
19 (-> state
20 (write-memory! scratch-memory)
21 (write-registers! registers)
22 (PC! program-counter)))))
24 (defn inject-item-assembly
25 ([^SaveState state assembly-code]
26 (inject-assembly state (inc item-list-start)
27 (registers state)
28 assembly-code))
29 ([assembly-code]
30 (inject-item-assembly @current-state assembly-code)))
32 (defn info
33 ([^SaveState state]
34 (println (format "PC: 0x%04X" (PC state)))
35 (println "Instruction:"
36 (format "0x%02X" (aget (memory state) (PC state))))
37 state))
39 (defn print-interrupt
40 [^SaveState state]
41 (println (format "IE: %d" (IE state)))
42 state)
44 (defn print-listing [state begin end]
45 (dorun (map
46 (fn [opcode line]
47 (println (format "0x%04X: 0x%02X" line opcode)))
48 (subvec (vec (memory state)) begin end)
49 (range begin end)))
50 state)
52 (defn run-assembly
53 ([info-fn assembly n]
54 (let [final-state
55 (reduce (fn [state _]
56 (tick (info-fn state)))
57 (inject-item-assembly
58 (mid-game) assembly)
59 (range n))]
60 final-state))
61 ([assembly n]
62 (run-assembly info assembly n)))
64 (def buttons-port 0xFF00)
66 (defn A [state]
67 (bit-shift-right (bit-and 0x0000FF00 (AF state)) 8))
69 (defn B [state]
70 (bit-shift-right (bit-and 0x0000FF00 (BC state)) 8))
72 (defn C [state]
73 (bit-and 0xFF (BC state)))
75 (defn binary-str [num]
76 (format "%08d"
77 (Integer/parseInt
78 (Integer/toBinaryString num) 10)))
80 (defn view-register [state name reg-fn]
81 (println (format "%s: %s" name
82 (binary-str (reg-fn state))))
83 state)
85 (defn view-memory [state mem]
86 (println (format "mem 0x%04X = %s" mem
87 (binary-str (aget (memory state) mem))))
88 state)
90 (defn trace [state]
91 (loop [program-counters [(first (registers @current-state)) ]
92 opcodes [(aget (memory @current-state) (PC @current-state))]]
93 (let [frame-boundary?
94 (com.aurellem.gb.Gb/tick)]
95 (if frame-boundary?
96 [program-counters opcodes]
97 (recur
98 (conj program-counters
99 (first (registers @current-state)))
100 (conj opcodes
101 (aget (memory @current-state)
102 (PC @current-state))))))))
104 (defn print-trace [state n]
105 (let [[program-counters opcodes] (trace state)]
106 (dorun (map (fn [pc op] (println (format "%04X: 0x%02X" pc op)))
107 (take n program-counters)
108 (take n opcodes)))))
110 (defn good-trace []
111 (-> (mid-game) (tick) (IE! 0)
112 (set-inv-mem [0x00 0x00 0X00 0x00])
113 (PC! item-list-start)(print-interrupt)
114 (info) (tick) (info) (tick) (info)))
116 (defn read-down-button []
117 (-> (tick (mid-game))
118 (IE! 0) ; disable interrupts
119 (inject-item-assembly
120 ;; write 00010000 to 0xFF00 to select joypad
121 [0x18 ;D31D ; jump over
122 0x01 ;D31E ; the next 8 bits
123 ;D31F
124 (Integer/parseInt "00100000" 2) ; data section
126 0xFA ;D320 ; load (D31F) into A
127 0x1F ;D321 -->
128 0xD3 ;D322 --> D31F
130 0xEA ;D323 ; load (A), which is
131 0x00 ;D324 --> ; 00010000, into FF00
132 0xFF ;D325 --> FF00
134 0x18 ;D326 ; this is the place where
135 0x01 ;D327 ; we will store whether
136 0x00 ;D328 ; "down" is pressed.
138 0xFA ;D329 ; (FF00) -> A
139 0x00 ;D32A
140 0xFF ;D32B
142 0xCB ;D32C ; Test whether "down"
143 0x5F ;D32D ; is pressed.
145 0x28 ;D32E ; if down is pressed,
146 0x03 ;D32F ; skip the next section
147 ; of code.
148 ;; down-is-not-pressed
149 0xC3 ;D330
150 0x1D ;D331 ; return to beginning
151 0xD3 ;D332
153 ;; down-is-pressed
154 0xEA ;D334 ; write A to D328 if
155 0x28 ;D335 ; "down" was pressed
156 0xD3 ;D336
158 0xC3 ;D330
159 0x1D ;D331 ; return to beginning
160 0xD3 ;D332
161 ])))
163 (defn test-read-down []
164 (= (view-memory (step (step (read-down-button) [:d])) 0xD328)
165 (view-memory (step (step (read-down-button))) 0xD328)))
167 (defn count-frames []
168 (-> (tick (mid-game))
169 (IE! 0) ; disable interrupts
170 (inject-item-assembly
171 [0x18 ;D31D ; jump over
172 0x02 ;D31E ; the next 2 bytes
173 0x00 ;D31F ; frame-count
174 0x00 ;D320 ; v-blank-prev
176 0xFA ;D321
177 0x41 ;D322 ; load (FF41) into A
178 0xFF ;D323 ; this contains mode flags
180 ;; if we're in v-blank, the bit-1 is 0
181 ;; and bit-2 is 1 Otherwise, it is not v-blank.
182 0xCB ;D324 ; test bit-1 of A
183 0x4F ;D325
185 0xC2 ;D326 ; if bit-1 is not 0
186 0x44 ;D327 ; GOTO not-v-blank
187 0xD3 ;D328
189 0xCB ;D329 ; test bit-0 of A
190 0x47 ;D32A
192 0xCA ;D32B ; if bit-0 is not 1
193 0x44 ;D32C ; GOTO not-v-blank
194 0xD3 ;D32D
195 ;;; in v-blank mode
196 ;; if v-blank-prev was 0,
197 ;; increment frame-count
199 0xFA ;D32E ; load v-blank-prev to A
200 0x20 ;D32F
201 0xD3 ;D330
203 0xCB ;D331
204 0x47 ;D332 ; test bit-0 of A
206 0x20 ;D333 ; skip next section
207 0x07 ;D334 ; if v-blank-prev was not zero
209 ;; v-blank was 0, increment frame-count
210 0xFA ;D335 ; load frame-count into A
211 0x1F ;D336
212 0xD3 ;D337
214 0x3C ;D338 ; inc A
216 0xEA ;D339 ; load A into frame-count
217 0x1F ;D33A
218 0xD3 ;D33B
220 ;; set v-blank-prev to 1
221 0x3E ;D33C ; load 1 into A
222 0x01 ;D33D
224 0xEA ;D33E ; load A into v-blank-prev
225 0x20 ;D33F
226 0xD3 ;D340
228 0xC3 ;D341 ; return to beginning
229 0x1D ;D342
230 0xD3 ;D343
232 ;;; not in v-blank mode
233 ;; set v-blank-prev to 0
234 0x3E ;D344 ; load 0 into A
235 0x00 ;D345
237 0xEA ;D346 ; load A into v-blank-prev
238 0x20 ;D347
239 0xD3 ;D348
241 0xC3 ;D349 ; return to beginning
242 0x1D ;D34A
243 0xD3 ;D34B
244 ])))
246 (defn step-count-frames []
247 (-> (read-down-button)
248 (info)
249 (tick) ;; skip over data section
250 (info)
251 (view-register "Register A" A)
252 (tick) ;; load-data into A
253 (view-register "Register A" A)
254 (info)
255 (view-memory 0xFF00)
256 (tick) ;; load A into 0xFF00
257 (view-memory 0xFF00)
258 (info)
259 (tick)
260 (info)
261 (tick)
262 (info)
263 (tick)
264 (info)
265 (tick)
266 (info)
267 (tick)
268 (info)
269 (tick)
270 (print-inventory)))
272 (defn test-count-frames []
273 (= 255 (aget (memory ((apply comp (repeat 255 step))
274 (count-frames)))
275 0xD31F)))
277 ;; specs for main bootstrap program
278 ;; starts in "mode-select" mode
279 ;; Each button press takes place in a single frame.
280 ;; mode-select-mode takes one of the main buttons
281 ;; which selects one of up to eight modes
282 ;; mode 1 activated by the "A" button
283 ;; the next two button presses indicates the start
284 ;; memory location which to which the bootstrap
285 ;; program will write.
286 ;; This is done by using each of the eight buttons to
287 ;; spell out an 8 bit number. The order of buttons is
288 ;; [:d :u :l :r :start :select :b :a]
289 ;; [:a :start :l] --> 00101001
291 ;; the next button press determines how many bytes are to be
292 ;; written, starting at the start position.
294 ;; then, the actual bytes are entered and are written to the
295 ;; start address in sequence.
297 (defn input-number-assembly []
298 [0x18 ;D31D ; jump over
299 0x02 ;D31E ; the next 2 bytes
300 0x00 ;D31F ; frame-count
301 0x00 ;D320 ; v-blank-prev
303 0xFA ;D321
304 0x41 ;D322 ; load (FF41) into A
305 0xFF ;D323 ; this contains mode flags
307 ;; if we're in v-blank, the bit-1 is 0
308 ;; and bit-2 is 1 Otherwise, it is not v-blank.
309 0xCB ;D324 ; test bit-1 of A
310 0x4F ;D325
312 0xC2 ;D326 ; if bit-1 is not 0
313 0x44 ;D327 ; GOTO not-v-blank
314 0xD3 ;D328
316 0xCB ;D329 ; test bit-0 of A
317 0x47 ;D32A
319 0xCA ;D32B ; if bit-0 is not 1
320 0x44 ;D32C ; GOTO not-v-blank
321 0xD3 ;D32D
323 ;;; in v-blank mode
325 ;; if v-blank-prev was 0,
326 ;; increment frame-count
328 0xFA ;D32E ; load v-blank-prev to A
329 0x20 ;D32F
330 0xD3 ;D330
332 0xCB ;D331
333 0x47 ;D332 ; test bit-0 of A
335 0x20 ;D333 ; skip next section
336 0x07 ;D334 ; if v-blank-prev was not zero
338 ;; v-blank was 0, increment frame-count
339 0xFA ;D335 ; load frame-count into A
340 0x1F ;D336
341 0xD3 ;D337
343 0x3C ;D338 ; inc A
345 0xEA ;D339 ; load A into frame-count
346 0x1F ;D33A
347 0xD3 ;D33B
349 ;; set v-blank-prev to 1
350 0x3E ;D33C ; load 1 into A
351 0x01 ;D33D
353 0xEA ;D33E ; load A into v-blank-prev
354 0x20 ;D33F
355 0xD3 ;D340
357 0xC3 ;D341 ; GOTO input handling code
358 0x4E ;D342
359 0xD3 ;D343
361 ;;; not in v-blank mode
362 ;; set v-blank-prev to 0
363 0x3E ;D344 ; load 0 into A
364 0x00 ;D345
366 0xEA ;D346 ; load A into v-blank-prev
367 0x20 ;D347
368 0xD3 ;D348
370 0xC3 ;D349 ; return to beginning
371 0x1D ;D34A
372 0xD3 ;D34B
374 0x00 ;D34C ; these are here
375 0x00 ;D34D ; for glue
378 ;;; calculate input number based on button presses
379 0x18 ;D34E ; skip next 3 bytes
380 0x03 ;D34F
381 ;D350
382 (Integer/parseInt "00100000" 2) ; select directional pad
383 ;D351
384 (Integer/parseInt "00010000" 2) ; select buttons
385 0x00 ;D352 ; input-number
387 ;; select directional pad, store low bits in B
389 0xFA ;D353 ; load (D350) into A
390 0x50 ;D354 -->
391 0xD3 ;D355 --> D31F
393 0xEA ;D356 ; load A, which is
394 0x00 ;D357 --> ; 00010000, into FF00
395 0xFF ;D358 --> FF00
397 0x06 ;D359
398 ;D35A
399 (Integer/parseInt "11110000" 2) ; "11110000" -> B
400 0xFA ;D35B ; (FF00) -> A
401 0x00 ;D35C
402 0xFF ;D35D
404 0xCB ;D35E ; swap nybbles on A
405 0x37 ;D35F
406 0xA0 ;D360 ; (AND A B) -> A
407 0x47 ;D361 ; A -> B
409 ;; select buttons store bottom bits in C
411 0xFA ; ; load (D351) into A
412 0x51 ; -->
413 0xD3 ; --> D31F
415 0xEA ; ; load (A), which is
416 0x00 ; --> ; 00001000, into FF00
417 0xFF ; --> FF00
419 0x0E ;
420 (Integer/parseInt "00001111" 2) ; "00001111" -> C
422 0xFA ; ; (FF00) -> A
423 0x00 ;
424 0xFF ;
426 0xA1 ; ; (AND A C) -> A
427 0x4F ; ; A -> C
429 ;; combine the B and C registers into the input number
430 0x79 ; ; C -> A
431 0xB0 ; ; (OR A B) -> A
432 0x2F ; ; negate A
434 0xEA ; ; store A into input-number
435 0x52 ;
436 0xD3 ;
438 0xC3 ; ; return to beginning
439 0x1D ;
440 0xD3 ;
441 ])
444 (defn print-pc [state]
445 (println (format "PC: 0x%04X" (PC state)))
446 state)
448 (defn print-op [state]
449 (println (format "OP: 0x%02X" (aget (memory state) (PC state))))
450 state)
452 (defn d-tick
453 ([state]
454 (-> state print-pc print-op tick)))
456 (defn input-number []
457 (-> (tick (mid-game))
458 (IE! 0) ; disable interrupts
459 (inject-item-assembly (input-number-assembly))))
461 (defn test-input-number
462 "Input freestyle buttons and observe the effects at the repl."
463 []
464 (set-state! (input-number))
465 (dotimes [_ 90000] (step (view-memory @current-state 0xD352))))
495 (defn write-memory-assembly*
496 "Currently, grabs input from the user each frame."
497 []
498 [
499 ;; --------- FRAME METRONOME
500 0x00 ;; v-blank-prev D31D
502 0xFA ;; load modes into A
503 0x41
504 0xFF
506 0x47 ;; A -> B
507 0xCB ;; rotate A
508 0x2F
509 0x2F ;; invert A
511 0xA0
512 0x47 ;; now B_0 contains (VB==1)
514 0xFA ;; load v-blank-prev
515 0x1D
516 0xD3
518 0x2F ;; complement v-blank-prev
520 0xA0 ;; A & B --> A
521 0x4F ;; now C_0 contains increment?
524 0x78 ;; B->A
526 0xEA ;; spit A --> vbprev
527 0x1D
528 0xD3
530 0xCB ;test C_0
531 0x41
532 0x20 ; JUMP ahead to button input if nonzero
533 0x03
534 0x18 ; JUMP back to beginning
535 0xE7
537 ;; -------- GET BUTTON INPUT
538 0x00 ;; var: which-input D336
539 ;; prepare to select bits
541 0x01 ;; load 0x0000 into BC
542 0x00
543 0x00
545 0x3E ;; load 0x20 into A
546 0x20
549 0xEA ;; load A into [FF00] ;; D33D
550 0x00
551 0xFF
553 0xFA ;; load A from [FF00]
554 0x00
555 0xFF
557 0xE6 ;; bitmask 00001111
558 0x0F
560 0xB0 ;; A or B --> A
562 0xCB
563 0x41 ;; test bit 0 of C
564 0x20 ;; JUMP forward if 1
565 0x08
567 0x47 ;; A -> B
568 0xCB ;; swap B nybbles
569 0x30
570 0x0C ;; increment C
571 0x3E ;; load 0x10 into A
572 0x10
573 0x18 ;; JUMP back to "load A into [FF00]" [20 steps?]
574 0xEB
576 ;; now A contains the pressed keys
577 0xEA ;; copy keys to input-number [D336]
578 0x39
579 0xD3
580 0x18 ;;JUMP back to "beginning" [D31E]
581 0xC7
584 ]
585 )
587 (defn write-mem-dyl []
588 (-> (tick (mid-game))
589 (IE! 0)
590 (inject-item-assembly (write-memory-assembly*))))
593 (defn dylan []
594 (->
595 (write-mem-dyl)
596 (tick)
597 (tick)
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) ;; first loop
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) ;; dpad bits
627 (tick)
628 (tick)
629 (tick)
630 (tick)
631 (tick)
632 (tick)
633 (tick)
634 (tick)
635 (d-tick)
639 (view-register "A" A)
640 (view-register "B" B)
641 (view-register "C" C)
643 ))
648 (defn d2 []
649 (->
650 (write-mem-dyl)
651 (view-memory 0xD31F)
652 step step step step step
653 (view-memory 0xD31F)))
674 (defn write-memory-assembly []
675 [
676 ;; Main Timing Loop
677 ;; Constantly check for v-blank and Trigger main state machine on
678 ;; every transtion from v-blank to non-v-blank.
680 0x18 ; D31D ; Variable declaration
681 0x02 ; D31E
682 0x00 ; D31F ; frame-count
683 0x00 ; D320 ; v-blank-prev
685 0xF0 ; D321 ; load v-blank mode flags into A
686 0x41
687 0x00
690 ;; Branch dependent on v-blank. v-blank happens when the last two
691 ;; bits in A are "01"
692 0xCB ; D324
693 0x4F ; D325
695 0xC2 ; D326 ; if bit-1 is not 0, then
696 0x3E ; D327 ; GOTO non-v-blank.
697 0xD3 ; D328
699 0xCB ; D329
700 0x47 ; D32A
702 0xCA ; D32B ; if bit-0 is not 1, then
703 0x3E ; D32C ; GOTO non-v-blank.
704 0xD3 ; D32D
706 ;; V-Blank
707 ;; Activate state-machine if this is a transition event.
709 0xFA ; D32E ; load v-bank-prev into A
710 0x20 ; D32F
711 0xD3 ; D330
713 0xFE ; D331 ; compare A to 0. >--------\
714 0x00 ; D332 \
715 ; |
716 ;; set v-blank-prev to 1. |
717 0x3E ; D333 ; load 1 into A. |
718 0x01 ; D334 |
719 ; |
720 0xEA ; D335 ; load A into v-blank-prev |
721 0x20 ; D336 |
722 0xD3 ; D337 |
723 ; /
724 ;; if v-blank-prev was 0, activate state-machine <------/
725 0xCA ; D338 ; if v-blank-prev
726 0x46 ; D339 ; was 0,
727 0xD3 ; D33A ; GOTO state-machine
729 0xC3 ; D33B
730 0x1D ; D33C
731 0xD3 ; D33D ; GOTO beginning
732 ;; END V-blank
734 ;; Non-V-Blank
735 ;; Set v-blank-prev to 0
736 0x3E ; D33E ; load 0 into A
737 0x00 ; D33F
739 0xEA ; D340 ; load A into v-blank-prev
740 0x20 ; D341
741 0xD3 ; D342
743 0xC3 ; D343
744 0x1D ; D344
745 0xD3 ; D345 ; GOTO beginning
746 ;; END Not-V-Blank
749 ;; Main State Machine -- Input Section
750 ;; This is called once every frame.
751 ;; It collects input and uses it to drive the
752 ;; state transitions.
754 ;; Increment frame-count
755 0xFA ; D346 ; load frame-count into A
756 0x1F ; D347
757 0xD3 ; D348
759 0x3C ; D349 ; inc A
761 0xEA ; D34A
762 0x1F ; D34B ; load A into frame-count
763 0xD3 ; D34C
765 0x00 ; D34D ; glue :)
767 0x18 ;D34E ; skip next 3 bytes
768 0x03 ;D34F
769 ;D350
770 (Integer/parseInt "00100000" 2) ; select directional pad
771 ;D351
772 (Integer/parseInt "00010000" 2) ; select buttons
773 0x00 ;D352 ; input-number
775 ;; select directional pad; store low bits in B
777 0xFA ;D353 ; load (D350) into A
778 0x50 ;D354 -->
779 0xD3 ;D355 --> D350
781 0xE0 ;D356 ; load (A), which is
782 0x00 ;D357 --> ; 00010000, into FF00
783 0x00 ;D358 --> FF00 ;; NO-OP
785 0x06 ;D359
786 ;D35A
787 (Integer/parseInt "11110000" 2) ; "11110000" -> B
788 0xF0 ;D35B ; (FF00) -> A
789 0x00 ;D35C
790 0x00 ;D35D ;; NO-OP
792 0xCB ;D35E ; swap nybbles on A
793 0x37 ;D35F
794 0xA0 ;D360 ; (AND A B) -> A
795 0x47 ;D361 ; A -> B
797 ;; select buttons; store bottom bits in C
799 0xFA ;D362 ; load (D351) into A
800 0x51 ;D363 -->
801 0xD3 ;D364 --> D351
803 0xE0 ;D365 ; load (A), which is
804 0x00 ;D366 --> ; 00001000, into FF00
805 0x00 ;D367 --> FF00 ;; NO-OP
807 0x0E ;D368
808 ;D369
809 (Integer/parseInt "00001111" 2) ; "00001111" -> C
811 0xF0 ;D36A ; (FF00) -> A
812 0x00 ;D36B
813 0x00 ;D36C
815 0xA1 ;D36D ; (AND A C) -> A
816 0x4F ;D36E ; A -> C
818 ;; combine the B and C registers into the input number
819 0x79 ;D36F ; C -> A
820 0xB0 ;D370 ; (OR A B) -> A
821 0x2F ;D371 ; negate A
823 0xEA ;D372 ; store A into input-number
824 0x52 ;D373
825 0xD3 ;D374
827 0x00 ;D375
828 0x00 ;D376
829 0x00 ;D377
830 0x00 ;D378
831 0x00 ;D379
832 0x00 ;D37A
833 0x00 ;D37B ; these are here because
834 0x00 ;D37C ; I messed up :(
835 0x00 ;D37D
836 0x00 ;D37E
837 0x00 ;D37F
839 ;; beginning of main state machine
840 0x18 ;D380 ; Declaration of variables
841 0x05 ;D381 ; 5 variables:
842 0x00 ;D382 ; current-mode
843 0x00 ;D383 ; bytes-to-write
844 0x00 ;D384 ; bytes-written
845 0x00 ;D385 ; start-point-high
846 0x00 ;D386 ; start-point-low
849 ;; banch on current mode
850 0xFA ;D387 ; load current-mode (0xD382)
851 0x82 ;D388 ; into A
852 0xD3 ;D389
853 0x00 ;D38A
856 ;; GOTO Mode 0 (input-mode) if current-mode is 0
857 0xFE ;D38B
858 0x00 ;D38C ; compare A with 0x00
860 0xCA ;D38D ; goto Mode 0 if A == 0
861 0xA8 ;D38E
862 0xD3 ;D38F
864 ;; GOTO Mode 1 (set-length) if current-mode is 1
865 0xFE ;D390
866 0x01 ;D391 ; compare A with 0x01
868 0xCA ;D392
869 0xB1 ;D393
870 0xD3 ;D394 ; goto Mode 1 if A == 1
872 ;; GOTO Mode 2 (set-start-point-high) if current mode is 2
873 0xFE ;D395
874 0x02 ;D396 ; compare A with 0x02
876 0xCA ;D397
877 0xBF ;D398
878 0xD3 ;D399 ; goto Mode 2 if A == 2
880 ;; GOTO Mode 3 (set-start-point-low) if current mode is 3
881 0xFE ;D39A
882 0x03 ;D39B
884 0xCA ;D39C
885 0xCD ;D39D
886 0xD3 ;D39E ; goto Mode 3 if A == 3
888 ;; GOTO Mode 4 (write-memory) if current mode is 4
889 0xFE ;D39F
890 0x04 ;D3A0
892 0xCA ;D3A1
893 0xDB ;D3A2
894 0xD3 ;D3A3
896 0x00 ;D3A4
897 ;; End of Mode checking, goto beginning
898 0xC3 ;D3A5
899 0x1D ;D3A6
900 0xD3 ;D3A7
903 ;; Mode 0 -- input-mode mode
904 ;; means that we are waiting for a mode, so set the mode to
905 ;; whatever is currently in input-number. If nothing is
906 ;; entered, then the program stays in input-mode mode
908 ;; set current-mode to input-number
909 0xFA ;D3A8 ; load input-number (0xD352)
910 0x52 ;D3A9 ; into A
911 0xD3 ;D3AA
913 0xEA ;D3AB ; load A into current-mode
914 0x82 ;D3AC ; (0xD382)
915 0xD3 ;D3AD
917 0xC3 ;D3AE ; go back to beginning
918 0x1D ;D3AF
919 0xD3 ;D3B0
920 ;; End Mode 0
923 ;; Mode 1 -- set-length mode
924 ;; This is the header for writing things to memory.
925 ;; User specifies the number of bytes to write.
926 ;; Mode is auto advanced to Mode 2 after this mode
927 ;; completes.
929 ;; Set bytes left to write to input-number;
930 ;; set current-mode to 0x02.
931 0xFA ;D3B1 ; load input-number (0xD352)
932 0x52 ;D3B2 ; into A
933 0xD3 ;D3B3
935 0xEA ;D3B4 ; load A into bytes-left-to-write
936 0x83 ;D3B5 ; (0xD383)
937 0xD3 ;D3B6
939 0x3E ;D3B7 ; load 0x02 into A.
940 0x02 ;D3B8
942 0xEA ;D3B9 ; load A to current-mode
943 0x82 ;D3BA ; advancing from Mode 1 to
944 0xD3 ;D3BB ; Mode 2
946 0xC3 ;D3BC ; go back to beginning
947 0x1D ;D3BD
948 0xD3 ;D3BE
949 ;; End Mode 1
952 ;; Mode 2 -- set start-point-high mode
953 ;; Middle part of the header for writing things to memory.
954 ;; User specifies the start location in RAM to which
955 ;; data will be written.
956 ;; Mode is auto advanced to Mode 3 after this mode completes.
958 ;; Set start-point-high to input-number;
959 ;; set current mode to 0x03.
960 0xFA ;D3BF ; load input-number (0xD352)
961 0x52 ;D3C0 ; into A
962 0xD3 ;D3C1
964 0xEA ;D3C2 ; load A into start-point-high
965 0x85 ;D3C3 ; (0xD385)
966 0xD3 ;D3C4
968 0x3E ;D3C5 ; load 0x03 into A.
969 0x03 ;D3C6
971 0xEA ;D3C7 ; load A to current-mode,
972 0x82 ;D3C8 ; advancing from Mode 2 to
973 0xD3 ;D3C9 ; Mode 3.
975 0xC3 ;D3CA ; go back to beginning
976 0x1D ;D3CB
977 0xD3 ;D3CC
978 ;;End Mode 2
981 ;; Mode 3 -- set-start-point-low mode
982 ;; Final part of header for writing things to memory.
983 ;; User specifies the low bytes of 16 bit start-point.
985 ;; Set start-point-low to input-number;
986 ;; set current mode to 0x04
987 0xFA ;D3CD ; load input-number into A
988 0x52 ;D3CE
989 0xD3 ;D3CF
991 0xEA ;D3D0 ; load A into start-point-low
992 0x86 ;D3D1
993 0xD3 ;D3D2
995 0x3E ;D3D3 ; load 0x04 into A.
996 0x04 ;D3D4
998 0xEA ;D3D5 ; load A to current-mode,
999 0x82 ;D3D6 ; advancing from Mode 3 to
1000 0xD3 ;D3D7 ; Mode 4.
1002 0xC3 ;D3D8 ; go back to beginning
1003 0x1D ;D3D9
1004 0xD3 ;D3DA
1006 ;; Mode 4 -- write bytes mode
1008 ;; This is where RAM manipulation happens. User supplies
1009 ;; bytes every frame, which are written sequentially to
1010 ;; start-point until bytes-to-write have been written. Once
1011 ;; bytes-to-write have been written, the mode is reset to 0.
1013 ;; compare bytes-written with bytes-to-write.
1014 ;; if they are the same, then reset mode to 0
1016 0xFA ;D3DB ; load bytes-to-write into A
1017 0x83 ;D3DC
1018 0xD3 ;D3DD
1020 0x47 ;D3DE ; load A into B
1022 0xFA ;D3DF ; load bytes-written into A
1023 0x84 ;D3E0
1024 0xD3 ;D3E1
1026 0xB8 ;D3E2 ; compare A with B
1028 0xCA ;D3E3 ; if they are equal, go to cleanup
1029 0x07 ;D3E4
1030 0xD4 ;D3E5
1032 ;; Write Memory Section
1033 ;; Write the input-number, interpreted as an 8-bit number,
1034 ;; into the current target register, determined by
1035 ;; (+ start-point bytes-written).
1036 ;; Then, increment bytes-written by 1.
1038 0xFA ;D3E6 ; load start-point-high into A
1039 0x85 ;D3E7
1040 0xD3 ;D3E8
1042 0x67 ;D3E9 ; load A into H
1044 0xFA ;D3EA ; load start-point-low into A
1045 0x86 ;D3EB
1046 0xD3 ;D3EC
1048 0x6F ;D3ED ; load A into L
1050 0xFA ;D3EE ; load bytes-written into A
1051 0x84 ;D3EF
1052 0xD3 ;D3F0
1054 0x00 ;D3F1 ; These are here because
1055 0x00 ;D3F2 ; I screwed up again.
1056 0x00 ;D3F3
1058 0x85 ;D3F4 ; add L to A; store A in L.
1059 0x6F ;D3F5
1061 0x30 ;D3F6 ; If the addition overflowed,
1062 0x01 ;D3F7
1063 0x24 ;D3F8 ; increment H.
1065 ;; Now, HL points to the correct place in memory
1067 0xFA ;D3F9 ; load input-number into A
1068 0x52 ;D3FA
1069 0xD3 ;D3FB
1071 0x77 ;D3FC ; load A into (HL)
1073 0xFA ;D3FD ; load bytes-written into A
1074 0x84 ;D3FE
1075 0xD3 ;D3FF
1077 0x3C ;D400 ; increment A
1079 0xEA ;D401 ; load A into bytes-written
1080 0x84 ;D402
1081 0xD3 ;D403
1083 0xC3 ;D404 ; go back to beginning.
1084 0x1D ;D405
1085 0xD3 ;D406
1086 ;; End Write Memory Section
1088 ;; Mode 4 Cleanup Section
1089 ;; reset bytes-written to 0
1090 ;; set mode to 0
1091 0x3E ;D407 ; load 0 into A
1092 0x00 ;D408
1094 0xEA ;D409 ; load A into bytes-written
1095 0x84 ;D40A
1096 0xD3 ;D40B
1098 0xEA ;D40C ; load A into current-mode
1099 0x82 ;D40D
1100 0xD3 ;D40E
1102 0xC3 ;D40F ; go back to beginning
1103 0x1D ;D410
1104 0xD3 ;D411
1106 ;; End Mode 4
1108 ])
1112 (def frame-count 0xD31F)
1113 (def input 0xD352)
1114 (def current-mode 0xD382)
1115 (def bytes-to-write 0xD383)
1116 (def bytes-written 0xD384)
1117 (def start-point-high 0xD385)
1118 (def start-point-low 0xD386)
1122 (defn write-memory []
1123 (-> (tick (mid-game))
1124 (IE! 0) ; disable interrupts
1125 (inject-item-assembly (write-memory-assembly))))
1127 (defn test-write-memory []
1128 (set-state! (write-memory))
1129 (dorun
1130 (dotimes [_ 5000]
1131 (view-memory (step @current-state) current-mode))))
1133 (def bytes-to-write 0xD383)
1134 (def start-point 0xD384)
1136 (defn print-blank-assembly
1137 [start end]
1138 (dorun
1139 (map
1140 #(println (format "0x00 ;%04X " %))
1141 (range start end))))
1143 (defn test-mode-2 []
1144 (->
1145 (write-memory)
1146 (view-memory frame-count)
1147 (step)
1148 (step [:a])
1149 (step [:b])
1150 (step [:start])
1151 (step [])
1152 (view-memory frame-count)))
1154 (defn test-mode-4
1155 ([] (test-mode-4 (write-memory)))
1156 ([target-state]
1157 (->
1158 target-state
1159 (#(do (println "memory from 0xC00F to 0xC01F:"
1160 (subvec (vec (memory %)) 0xC00F 0xC01F)) %))
1161 (view-memory current-mode)
1162 (step [])
1163 (step [])
1164 (step [])
1165 (#(do (println "after three steps") %))
1166 (view-memory current-mode)
1168 ;; Activate memory writing mode
1170 (#(do (println "step with [:a]") %))
1171 (step [:a])
1172 (view-memory current-mode)
1173 (view-memory bytes-to-write)
1174 (view-memory start-point-high)
1175 (view-memory start-point-low)
1177 ;; Specify four bytes to be written
1179 (#(do (println "step with [:select]")%))
1180 (step [:select])
1181 (view-memory current-mode)
1182 (view-memory bytes-to-write)
1183 (view-memory start-point-high)
1184 (view-memory start-point-low)
1186 ;; Specify target memory address as 0xC00F
1188 (#(do (println "step with [:u :d]")%))
1189 (step [:u :d])
1190 (view-memory current-mode)
1191 (view-memory bytes-to-write)
1192 (view-memory start-point-high)
1193 (view-memory start-point-low)
1195 (#(do (println "step with [:a :b :start :select]")%))
1196 (step [:a :b :start :select])
1197 (view-memory current-mode)
1198 (view-memory bytes-to-write)
1199 (view-memory start-point-high)
1200 (view-memory start-point-low)
1202 ;; Start reprogramming memory
1204 (#(do (println "step with [:a]")%))
1205 (step [:a])
1206 (view-memory current-mode)
1207 (view-memory bytes-written)
1209 (#(do (println "step with [:b]")%))
1210 (step [:b])
1211 (view-memory current-mode)
1212 (view-memory bytes-written)
1214 (#(do (println "step with [:a :b]")%))
1215 (step [:a :b])
1216 (view-memory current-mode)
1217 (view-memory bytes-written)
1219 (#(do (println "step with [:select]")%))
1220 (step [:select])
1221 (view-memory current-mode)
1222 (view-memory bytes-written)
1224 ;; Reprogramming done, program ready for more commands.
1226 (#(do (println "step with []")%))
1227 (step [])
1228 (view-memory current-mode)
1229 (view-memory bytes-written)
1231 (#(do (println "memory from 0xC00F to 0xC01F:"
1232 (subvec (vec (memory %)) 0xC00F 0xC01F)) %)))))