Mercurial > vba-clojure
view clojure/com/aurellem/assembly.clj @ 136:ffeeabae7dcd
minor tweaking; incremental results: 91 -> 58
author | Dylan Holmes <ocsenave@gmail.com> |
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date | Sun, 18 Mar 2012 05:53:25 -0500 |
parents | eb6ba88088d3 |
children | 1c58fa3cfc68 |
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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 "Currently, grabs input from the user each frame."497 []498 [499 ;; --------- FRAME METRONOME500 0x00 ;; v-blank-prev D31D502 0xFA ;; load modes into A503 0x41504 0xFF506 0x47 ;; A -> B507 0xCB ;; rotate A508 0x2F509 0x2F ;; invert A511 0xA0512 0x47 ;; now B_0 contains (VB==1)514 0xFA ;; load v-blank-prev515 0x1D516 0xD3518 0x2F ;; complement v-blank-prev520 0xA0 ;; A & B --> A521 0x4F ;; now C_0 contains increment?524 0x78 ;; B->A526 0xEA ;; spit A --> vbprev527 0x1D528 0xD3530 0xCB ;test C_0531 0x41532 0x20 ; JUMP ahead to button input if nonzero533 0x03534 0x18 ; JUMP back to beginning535 0xE7537 ;; -------- GET BUTTON INPUT538 0x00 ;; var: which-input D336539 ;; prepare to select bits541 0x01 ;; load 0x0000 into BC542 0x00543 0x00545 0x3E ;; load 0x20 into A546 0x20549 0xEA ;; load A into [FF00] ;; D33D550 0x00551 0xFF553 0xFA ;; load A from [FF00]554 0x00555 0xFF557 0xE6 ;; bitmask 00001111558 0x0F560 0xB0 ;; A or B --> A562 0xCB563 0x41 ;; test bit 0 of C564 0x20 ;; JUMP forward if 1565 0x08567 0x47 ;; A -> B568 0xCB ;; swap B nybbles569 0x30570 0x0C ;; increment C571 0x3E ;; load 0x10 into A572 0x10573 0x18 ;; JUMP back to "load A into [FF00]" [20 steps?]574 0xEB576 ;; now A contains the pressed keys577 0xEA ;; copy keys to input-number [D336]578 0x39579 0xD3580 0x18 ;;JUMP back to "beginning" [D31E]581 0xC7584 ]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 loop613 (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 bits627 (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 step653 (view-memory 0xD31F)))674 (defn write-memory-assembly []675 [676 ;; Main Timing Loop677 ;; Constantly check for v-blank and Trigger main state machine on678 ;; every transtion from v-blank to non-v-blank.680 0x18 ; D31D ; Variable declaration681 0x02 ; D31E682 0x00 ; D31F ; frame-count683 0x00 ; D320 ; v-blank-prev685 0xF0 ; D321 ; load v-blank mode flags into A686 0x41687 0x00690 ;; Branch dependent on v-blank. v-blank happens when the last two691 ;; bits in A are "01"692 0xCB ; D324693 0x4F ; D325695 0xC2 ; D326 ; if bit-1 is not 0, then696 0x3E ; D327 ; GOTO non-v-blank.697 0xD3 ; D328699 0xCB ; D329700 0x47 ; D32A702 0xCA ; D32B ; if bit-0 is not 1, then703 0x3E ; D32C ; GOTO non-v-blank.704 0xD3 ; D32D706 ;; V-Blank707 ;; Activate state-machine if this is a transition event.709 0xFA ; D32E ; load v-bank-prev into A710 0x20 ; D32F711 0xD3 ; D330713 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-prev726 0x46 ; D339 ; was 0,727 0xD3 ; D33A ; GOTO state-machine729 0xC3 ; D33B730 0x1D ; D33C731 0xD3 ; D33D ; GOTO beginning732 ;; END V-blank734 ;; Non-V-Blank735 ;; Set v-blank-prev to 0736 0x3E ; D33E ; load 0 into A737 0x00 ; D33F739 0xEA ; D340 ; load A into v-blank-prev740 0x20 ; D341741 0xD3 ; D342743 0xC3 ; D343744 0x1D ; D344745 0xD3 ; D345 ; GOTO beginning746 ;; END Not-V-Blank749 ;; Main State Machine -- Input Section750 ;; This is called once every frame.751 ;; It collects input and uses it to drive the752 ;; state transitions.754 ;; Increment frame-count755 0xFA ; D346 ; load frame-count into A756 0x1F ; D347757 0xD3 ; D348759 0x3C ; D349 ; inc A761 0xEA ; D34A762 0x1F ; D34B ; load A into frame-count763 0xD3 ; D34C765 0x00 ; D34D ; glue :)767 0x18 ;D34E ; skip next 3 bytes768 0x03 ;D34F769 ;D350770 (Integer/parseInt "00100000" 2) ; select directional pad771 ;D351772 (Integer/parseInt "00010000" 2) ; select buttons773 0x00 ;D352 ; input-number775 ;; select directional pad; store low bits in B777 0xFA ;D353 ; load (D350) into A778 0x50 ;D354 -->779 0xD3 ;D355 --> D350781 0xE0 ;D356 ; load (A), which is782 0x00 ;D357 --> ; 00010000, into FF00783 0x00 ;D358 --> FF00 ;; NO-OP785 0x06 ;D359786 ;D35A787 (Integer/parseInt "11110000" 2) ; "11110000" -> B788 0xF0 ;D35B ; (FF00) -> A789 0x00 ;D35C790 0x00 ;D35D ;; NO-OP792 0xCB ;D35E ; swap nybbles on A793 0x37 ;D35F794 0xA0 ;D360 ; (AND A B) -> A795 0x47 ;D361 ; A -> B797 ;; select buttons; store bottom bits in C799 0xFA ;D362 ; load (D351) into A800 0x51 ;D363 -->801 0xD3 ;D364 --> D351803 0xE0 ;D365 ; load (A), which is804 0x00 ;D366 --> ; 00001000, into FF00805 0x00 ;D367 --> FF00 ;; NO-OP807 0x0E ;D368808 ;D369809 (Integer/parseInt "00001111" 2) ; "00001111" -> C811 0xF0 ;D36A ; (FF00) -> A812 0x00 ;D36B813 0x00 ;D36C815 0xA1 ;D36D ; (AND A C) -> A816 0x4F ;D36E ; A -> C818 ;; combine the B and C registers into the input number819 0x79 ;D36F ; C -> A820 0xB0 ;D370 ; (OR A B) -> A821 0x2F ;D371 ; negate A823 0xEA ;D372 ; store A into input-number824 0x52 ;D373825 0xD3 ;D374827 0x00 ;D375828 0x00 ;D376829 0x00 ;D377830 0x00 ;D378831 0x00 ;D379832 0x00 ;D37A833 0x00 ;D37B ; these are here because834 0x00 ;D37C ; I messed up :(835 0x00 ;D37D836 0x00 ;D37E837 0x00 ;D37F839 ;; beginning of main state machine840 0x18 ;D380 ; Declaration of variables841 0x05 ;D381 ; 5 variables:842 0x00 ;D382 ; current-mode843 0x00 ;D383 ; bytes-to-write844 0x00 ;D384 ; bytes-written845 0x00 ;D385 ; start-point-high846 0x00 ;D386 ; start-point-low849 ;; banch on current mode850 0xFA ;D387 ; load current-mode (0xD382)851 0x82 ;D388 ; into A852 0xD3 ;D389853 0x00 ;D38A856 ;; GOTO Mode 0 (input-mode) if current-mode is 0857 0xFE ;D38B858 0x00 ;D38C ; compare A with 0x00860 0xCA ;D38D ; goto Mode 0 if A == 0861 0xA8 ;D38E862 0xD3 ;D38F864 ;; GOTO Mode 1 (set-length) if current-mode is 1865 0xFE ;D390866 0x01 ;D391 ; compare A with 0x01868 0xCA ;D392869 0xB1 ;D393870 0xD3 ;D394 ; goto Mode 1 if A == 1872 ;; GOTO Mode 2 (set-start-point-high) if current mode is 2873 0xFE ;D395874 0x02 ;D396 ; compare A with 0x02876 0xCA ;D397877 0xBF ;D398878 0xD3 ;D399 ; goto Mode 2 if A == 2880 ;; GOTO Mode 3 (set-start-point-low) if current mode is 3881 0xFE ;D39A882 0x03 ;D39B884 0xCA ;D39C885 0xCD ;D39D886 0xD3 ;D39E ; goto Mode 3 if A == 3888 ;; GOTO Mode 4 (write-memory) if current mode is 4889 0xFE ;D39F890 0x04 ;D3A0892 0xCA ;D3A1893 0xDB ;D3A2894 0xD3 ;D3A3896 0x00 ;D3A4897 ;; End of Mode checking, goto beginning898 0xC3 ;D3A5899 0x1D ;D3A6900 0xD3 ;D3A7903 ;; Mode 0 -- input-mode mode904 ;; means that we are waiting for a mode, so set the mode to905 ;; whatever is currently in input-number. If nothing is906 ;; entered, then the program stays in input-mode mode908 ;; set current-mode to input-number909 0xFA ;D3A8 ; load input-number (0xD352)910 0x52 ;D3A9 ; into A911 0xD3 ;D3AA913 0xEA ;D3AB ; load A into current-mode914 0x82 ;D3AC ; (0xD382)915 0xD3 ;D3AD917 0xC3 ;D3AE ; go back to beginning918 0x1D ;D3AF919 0xD3 ;D3B0920 ;; End Mode 0923 ;; Mode 1 -- set-length mode924 ;; 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 mode927 ;; 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 A933 0xD3 ;D3B3935 0xEA ;D3B4 ; load A into bytes-left-to-write936 0x83 ;D3B5 ; (0xD383)937 0xD3 ;D3B6939 0x3E ;D3B7 ; load 0x02 into A.940 0x02 ;D3B8942 0xEA ;D3B9 ; load A to current-mode943 0x82 ;D3BA ; advancing from Mode 1 to944 0xD3 ;D3BB ; Mode 2946 0xC3 ;D3BC ; go back to beginning947 0x1D ;D3BD948 0xD3 ;D3BE949 ;; End Mode 1952 ;; Mode 2 -- set start-point-high mode953 ;; Middle part of the header for writing things to memory.954 ;; User specifies the start location in RAM to which955 ;; 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 A962 0xD3 ;D3C1964 0xEA ;D3C2 ; load A into start-point-high965 0x85 ;D3C3 ; (0xD385)966 0xD3 ;D3C4968 0x3E ;D3C5 ; load 0x03 into A.969 0x03 ;D3C6971 0xEA ;D3C7 ; load A to current-mode,972 0x82 ;D3C8 ; advancing from Mode 2 to973 0xD3 ;D3C9 ; Mode 3.975 0xC3 ;D3CA ; go back to beginning976 0x1D ;D3CB977 0xD3 ;D3CC978 ;;End Mode 2981 ;; Mode 3 -- set-start-point-low mode982 ;; 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 0x04987 0xFA ;D3CD ; load input-number into A988 0x52 ;D3CE989 0xD3 ;D3CF991 0xEA ;D3D0 ; load A into start-point-low992 0x86 ;D3D1993 0xD3 ;D3D2995 0x3E ;D3D3 ; load 0x04 into A.996 0x04 ;D3D4998 0xEA ;D3D5 ; load A to current-mode,999 0x82 ;D3D6 ; advancing from Mode 3 to1000 0xD3 ;D3D7 ; Mode 4.1002 0xC3 ;D3D8 ; go back to beginning1003 0x1D ;D3D91004 0xD3 ;D3DA1006 ;; Mode 4 -- write bytes mode1008 ;; This is where RAM manipulation happens. User supplies1009 ;; bytes every frame, which are written sequentially to1010 ;; start-point until bytes-to-write have been written. Once1011 ;; 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 01016 0xFA ;D3DB ; load bytes-to-write into A1017 0x83 ;D3DC1018 0xD3 ;D3DD1020 0x47 ;D3DE ; load A into B1022 0xFA ;D3DF ; load bytes-written into A1023 0x84 ;D3E01024 0xD3 ;D3E11026 0xB8 ;D3E2 ; compare A with B1028 0xCA ;D3E3 ; if they are equal, go to cleanup1029 0x07 ;D3E41030 0xD4 ;D3E51032 ;; Write Memory Section1033 ;; Write the input-number, interpreted as an 8-bit number,1034 ;; into the current target register, determined by1035 ;; (+ start-point bytes-written).1036 ;; Then, increment bytes-written by 1.1038 0xFA ;D3E6 ; load start-point-high into A1039 0x85 ;D3E71040 0xD3 ;D3E81042 0x67 ;D3E9 ; load A into H1044 0xFA ;D3EA ; load start-point-low into A1045 0x86 ;D3EB1046 0xD3 ;D3EC1048 0x6F ;D3ED ; load A into L1050 0xFA ;D3EE ; load bytes-written into A1051 0x84 ;D3EF1052 0xD3 ;D3F01054 0x00 ;D3F1 ; These are here because1055 0x00 ;D3F2 ; I screwed up again.1056 0x00 ;D3F31058 0x85 ;D3F4 ; add L to A; store A in L.1059 0x6F ;D3F51061 0x30 ;D3F6 ; If the addition overflowed,1062 0x01 ;D3F71063 0x24 ;D3F8 ; increment H.1065 ;; Now, HL points to the correct place in memory1067 0xFA ;D3F9 ; load input-number into A1068 0x52 ;D3FA1069 0xD3 ;D3FB1071 0x77 ;D3FC ; load A into (HL)1073 0xFA ;D3FD ; load bytes-written into A1074 0x84 ;D3FE1075 0xD3 ;D3FF1077 0x3C ;D400 ; increment A1079 0xEA ;D401 ; load A into bytes-written1080 0x84 ;D4021081 0xD3 ;D4031083 0xC3 ;D404 ; go back to beginning.1084 0x1D ;D4051085 0xD3 ;D4061086 ;; End Write Memory Section1088 ;; Mode 4 Cleanup Section1089 ;; reset bytes-written to 01090 ;; set mode to 01091 0x3E ;D407 ; load 0 into A1092 0x00 ;D4081094 0xEA ;D409 ; load A into bytes-written1095 0x84 ;D40A1096 0xD3 ;D40B1098 0xEA ;D40C ; load A into current-mode1099 0x82 ;D40D1100 0xD3 ;D40E1102 0xC3 ;D40F ; go back to beginning1103 0x1D ;D4101104 0xD3 ;D4111106 ;; End Mode 41108 ])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 interrupts1125 (inject-item-assembly (write-memory-assembly))))1127 (defn test-write-memory []1128 (set-state! (write-memory))1129 (dorun1130 (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-assembly1137 [start end]1138 (dorun1139 (map1140 #(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-41155 ([] (test-mode-4 (write-memory)))1156 ([target-state]1157 (->1158 target-state1159 (#(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 mode1170 (#(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 written1179 (#(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 0xC00F1188 (#(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 memory1204 (#(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)) %)))))