File: dmg_boot.asm

package info (click to toggle)
sameboy 1.0.2%2Bds-2
  • links: PTS, VCS
  • area: main
  • in suites: sid
  • size: 10,632 kB
  • sloc: ansic: 29,954; objc: 22,249; asm: 1,424; pascal: 1,373; makefile: 1,064; xml: 111
file content (196 lines) | stat: -rw-r--r-- 3,534 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
; SameBoy DMG bootstrap ROM

include "sameboot.inc"

SECTION "BootCode", ROM0[$0000]
Start:
; Init stack pointer
    ld sp, $FFFE

; Clear memory VRAM
    ld hl, _VRAM
    xor a

.clearVRAMLoop
    ldi [hl], a
    bit 5, h
    jr z, .clearVRAMLoop

; Init Audio
    ld a, AUDENA_ON
    ldh [rNR52], a
    assert AUDENA_ON == AUDLEN_DUTY_50
    ldh [rNR11], a
    ld a, $F3
    ldh [rNR12], a ; Envelope $F, decreasing, sweep $3
    ldh [rNR51], a ; Channels 1+2+3+4 left, channels 1+2 right
    ld a, $77
    ldh [rNR50], a ; Volume $7, left and right

; Init BG palette
    ld a, %01_01_01_00
    ldh [rBGP], a

; Load logo from ROM.
; A nibble represents a 4-pixels line, 2 bytes represent a 4x4 tile, scaled to 8x8.
; Tiles are ordered left to right, top to bottom.
    ld de, NintendoLogo
    ld hl, _VRAM + $10 ; This is where we load the tiles in VRAM

.loadLogoLoop
    ld a, [de] ; Read 2 rows
    ld b, a
    call DoubleBitsAndWriteRow
    call DoubleBitsAndWriteRow
    inc de
    ld a, e
    xor LOW(NintendoLogoEnd)
    jr nz, .loadLogoLoop

; Load trademark symbol
    ld de, TrademarkSymbol
    ld c, TrademarkSymbolEnd - TrademarkSymbol
.loadTrademarkSymbolLoop:
    ld a, [de]
    inc de
    ldi [hl], a
    inc hl
    dec c
    jr nz, .loadTrademarkSymbolLoop

; Set up tilemap
    ld a, $19                           ; Trademark symbol tile ID
    ld [_SCRN0 + 8 * SCRN_VX_B + 16], a ; ... put in the superscript position
    ld hl, _SCRN0 + 9 * SCRN_VX_B + 15  ; Bottom right corner of the logo
    ld c, 12                            ; Tiles in a logo row
.tilemapLoop
    dec a
    jr z, .tilemapDone
    ldd [hl], a
    dec c
    jr nz, .tilemapLoop
    ld l, $0F ; Jump to top row
    jr .tilemapLoop
.tilemapDone

    ld a, 30
    ldh [rSCY], a

    ; Turn on LCD
    ld a, LCDCF_ON | LCDCF_BLK01 | LCDCF_BGON
    ldh [rLCDC], a

    ld d, LOW(-119)
    ld c, 15

.animate
    call WaitFrame
    ld a, d
    sra a
    sra a
    ldh [rSCY], a
    ld a, d
    add c
    ld d, a
    ld a, c
    cp 8
    jr nz, .noPaletteChange
    ld a, %10_10_10_00
    ldh [rBGP], a
.noPaletteChange
    dec c
    jr nz, .animate
    ld a, %11_11_11_00
    ldh [rBGP], a

    ; Play first sound
    ld a, $83
    call PlaySound
    ld b, 5
    call WaitBFrames
    ; Play second sound
    ld a, $C1
    call PlaySound



; Wait ~1 second
    ld b, 60
    call WaitBFrames

; Set registers to match the original DMG boot
IF DEF(MGB)
    lb hl, BOOTUP_A_MGB, %10110000
ELSE
    lb hl, BOOTUP_A_DMG, %10110000
ENDC
    push hl
    pop af
    ld hl, HeaderChecksum
    lb bc, 0, LOW(rNR13) ; $0013
    lb de, 0, $D8        ; $00D8

; Boot the game
    jp BootGame


DoubleBitsAndWriteRow:
; Double the most significant 4 bits, b is shifted by 4
    ld a, 4
    ld c, 0
.doubleCurrentBit
    sla b
    push af
    rl c
    pop af
    rl c
    dec a
    jr nz, .doubleCurrentBit
    ld a, c
; Write as two rows
    ldi [hl], a
    inc hl
    ldi [hl], a
    inc hl
    ret

WaitFrame:
    push hl
    ld hl, rIF
    res 0, [hl]
.wait
    bit 0, [hl]
    jr z, .wait
    pop hl
    ret

WaitBFrames:
    call WaitFrame
    dec b
    jr nz, WaitBFrames
    ret

PlaySound:
    ldh [rNR13], a
    ld a, AUDHIGH_RESTART | $7
    ldh [rNR14], a
    ret


TrademarkSymbol:
    pusho
    opt b.X
    db %..XXXX..
    db %.X....X.
    db %X.XXX..X
    db %X.X..X.X
    db %X.XXX..X
    db %X.X..X.X
    db %.X....X.
    db %..XXXX..
    popo
TrademarkSymbolEnd:

SECTION "BootGame", ROM0[$00FE]
BootGame:
    ldh [rBANK], a ; unmap boot ROM