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[fpgaboy.git] / bootrom.asm
1         SECTION "a",HOME[$00]
2
3         LD SP,$fffe             ; $0000  Setup Stack
4
5         XOR A                   ; $0003  Zero the memory from $8000-$9FFF (VRAM)
6         LD HL,$9fff             ; $0004
7 Addr_0007:
8         LD [HLD],A              ; $0007
9         BIT 7,H         ; $0008
10         JR NZ, Addr_0007        ; $000a
11
12         LD HL,$ff26             ; $000c  Setup Audio
13         LD C,$11                ; $000f
14         LD A,$80                ; $0011 
15         LD [HLD],A              ; $0013
16         LD [C],A        ; $0014
17         INC C                   ; $0015
18         LD A,$f3                ; $0016
19         LD [C],A        ; $0018
20         LD [HLD],A              ; $0019
21         LD A,$77                ; $001a
22         LD [HLD],A              ; $001c
23
24         LD A,$fc                ; $001d  Setup BG palette
25         LD [$FF47],A    ; $001f
26
27         LD DE,$0104             ; $0021  Convert and load logo data from cart into Video RAM
28         LD HL,$8010             ; $0024
29 Addr_0027:
30         LD A,[DE]               ; $0027
31         CALL $0095              ; $0028
32         CALL $0096              ; $002b
33         INC DE          ; $002e
34         LD A,E          ; $002f
35         CP $34          ; $0030
36         JR NZ, Addr_0027        ; $0032
37
38         LD DE,$00d8             ; $0034  Load 8 additional bytes into Video RAM
39         LD B,$08                ; $0037
40 Addr_0039:
41         LD A,[DE]               ; $0039
42         INC DE          ; $003a
43         LD [HLI],A              ; $003b
44         INC HL          ; $003c
45         DEC B                   ; $003d
46         JR NZ, Addr_0039        ; $003e
47
48         LD A,$19                ; $0040  Setup background tilemap
49         LD [$9910],A    ; $0042
50         LD HL,$992f             ; $0045
51 Addr_0048:
52         LD C,$0c                ; $0048
53 Addr_004A:
54         DEC A                   ; $004a
55         JR Z, Addr_0055 ; $004b
56         LD [HLD],A              ; $004d
57         DEC C                   ; $004e
58         JR NZ, Addr_004A        ; $004f
59         LD L,$0f                ; $0051
60         JR Addr_0048    ; $0053
61
62         ; === Scroll logo on screen, and play logo sound===
63
64 Addr_0055:
65         LD H,A          ; $0055  Initialize scroll count, H=0
66         LD A,$64                ; $0056
67         LD D,A          ; $0058  set loop count, D=$64
68         LD [$FF42],A    ; $0059  Set vertical scroll register
69         LD A,$91                ; $005b
70         LD [$FF40],A    ; $005d  Turn on LCD, showing Background
71         INC B                   ; $005f  Set B=1
72 Addr_0060:
73         LD E,$02                ; $0060
74 Addr_0062:
75         LD C,$0c                ; $0062
76 Addr_0064:
77         LD A,[$FF44]    ; $0064  wait for screen frame
78         CP $90          ; $0066
79         JR NZ, Addr_0064        ; $0068
80         DEC C                   ; $006a
81         JR NZ, Addr_0064        ; $006b
82         DEC E                   ; $006d
83         JR NZ, Addr_0062        ; $006e
84
85         LD C,$13                ; $0070
86         INC H                   ; $0072  increment scroll count
87         LD A,H          ; $0073
88         LD E,$83                ; $0074
89         CP $62          ; $0076  $62 counts in, play sound #1
90         JR Z, Addr_0080 ; $0078
91         LD E,$c1                ; $007a
92         CP $64          ; $007c
93         JR NZ, Addr_0086        ; $007e  $64 counts in, play sound #2
94 Addr_0080:
95         LD A,E          ; $0080  play sound
96         LD [C],A        ; $0081
97         INC C                   ; $0082
98         LD A,$87                ; $0083
99         LD [C],A        ; $0085
100 Addr_0086:
101         LD A,[$FF42]    ; $0086
102         SUB B                   ; $0088
103         LD [$FF42],A    ; $0089  scroll logo up if B=1
104         DEC D                   ; $008b  
105         JR NZ, Addr_0060        ; $008c
106
107         DEC B                   ; $008e  set B=0 first time
108         JR NZ, Addr_00E0        ; $008f    ... next time, cause jump to "Nintendo Logo check"
109
110         LD D,$20                ; $0091  use scrolling loop to pause
111         JR Addr_0060    ; $0093
112
113         ; ==== Graphic routine ====
114
115         LD C,A          ; $0095  "Double up" all the bits of the graphics data
116         LD B,$04                ; $0096     and store in Video RAM
117 Addr_0098:
118         PUSH BC         ; $0098
119         RL C                    ; $0099
120         RLA                     ; $009b
121         POP BC          ; $009c
122         RL C                    ; $009d
123         RLA                     ; $009f
124         DEC B                   ; $00a0
125         JR NZ, Addr_0098        ; $00a1
126         LD [HLI],A              ; $00a3
127         INC HL          ; $00a4
128         LD [HLI],A              ; $00a5
129         INC HL          ; $00a6
130         RET                     ; $00a7
131
132 Addr_00A8:
133         ;Nintendo Logo
134         DB $CE,$ED,$66,$66,$CC,$0D,$00,$0B,$03,$73,$00,$83,$00,$0C,$00,$0D 
135         DB $00,$08,$11,$1F,$88,$89,$00,$0E,$DC,$CC,$6E,$E6,$DD,$DD,$D9,$99 
136         DB $BB,$BB,$67,$63,$6E,$0E,$EC,$CC,$DD,$DC,$99,$9F,$BB,$B9,$33,$3E 
137
138 Addr_00D8:
139         ;More video data
140         DB $3C,$42,$B9,$A5,$B9,$A5,$42,$3C
141
142         ; ===== Nintendo logo comparison routine =====
143
144 Addr_00E0:      
145         LD HL,$0104             ; $00e0 ; point HL to Nintendo logo in cart
146         LD DE,$00a8             ; $00e3 ; point DE to Nintendo logo in DMG rom
147
148 Addr_00E6:
149         LD A,[DE]               ; $00e6
150         INC DE          ; $00e7
151         CP [HL]         ; $00e8 ;compare logo data in cart to DMG rom
152 .fuq    JR NZ,.fuq              ; $00e9 ;if not a match, lock up here
153         INC HL          ; $00eb
154         LD A,L          ; $00ec
155         CP $34          ; $00ed ;do this for $30 bytes
156         JR NZ, Addr_00E6        ; $00ef
157
158         LD B,$19                ; $00f1
159         LD A,B          ; $00f3
160 Addr_00F4:
161         ADD [HL]                ; $00f4
162         INC HL          ; $00f5
163         DEC B                   ; $00f6
164         JR NZ, Addr_00F4        ; $00f7
165         ADD [HL]                ; $00f9
166 .fuq:   JR NZ,.fuq              ; $00fa ; if $19 + bytes from $0134-$014D  don't add to $00
167                                                 ;  ... lock up
168
169         LD A,$01                ; $00fc
170         LD [$FF50],A    ; $00fe ;turn off DMG rom
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