--- /dev/null
+ SECTION "a",HOME[$00]
+
+ LD SP,$fffe ; $0000 Setup Stack
+
+ XOR A ; $0003 Zero the memory from $8000-$9FFF (VRAM)
+ LD HL,$9fff ; $0004
+Addr_0007:
+ LD [HLD],A ; $0007
+ BIT 7,H ; $0008
+ JR NZ, Addr_0007 ; $000a
+
+ LD HL,$ff26 ; $000c Setup Audio
+ LD C,$11 ; $000f
+ LD A,$80 ; $0011
+ LD [HLD],A ; $0013
+ LD [C],A ; $0014
+ INC C ; $0015
+ LD A,$f3 ; $0016
+ LD [C],A ; $0018
+ LD [HLD],A ; $0019
+ LD A,$77 ; $001a
+ LD [HLD],A ; $001c
+
+ LD A,$fc ; $001d Setup BG palette
+ LD [$FF47],A ; $001f
+
+ LD DE,$0104 ; $0021 Convert and load logo data from cart into Video RAM
+ LD HL,$8010 ; $0024
+Addr_0027:
+ LD A,[DE] ; $0027
+ CALL $0095 ; $0028
+ CALL $0096 ; $002b
+ INC DE ; $002e
+ LD A,E ; $002f
+ CP $34 ; $0030
+ JR NZ, Addr_0027 ; $0032
+
+ LD DE,$00d8 ; $0034 Load 8 additional bytes into Video RAM
+ LD B,$08 ; $0037
+Addr_0039:
+ LD A,[DE] ; $0039
+ INC DE ; $003a
+ LD [HLI],A ; $003b
+ INC HL ; $003c
+ DEC B ; $003d
+ JR NZ, Addr_0039 ; $003e
+
+ LD A,$19 ; $0040 Setup background tilemap
+ LD [$9910],A ; $0042
+ LD HL,$992f ; $0045
+Addr_0048:
+ LD C,$0c ; $0048
+Addr_004A:
+ DEC A ; $004a
+ JR Z, Addr_0055 ; $004b
+ LD [HLD],A ; $004d
+ DEC C ; $004e
+ JR NZ, Addr_004A ; $004f
+ LD L,$0f ; $0051
+ JR Addr_0048 ; $0053
+
+ ; === Scroll logo on screen, and play logo sound===
+
+Addr_0055:
+ LD H,A ; $0055 Initialize scroll count, H=0
+ LD A,$64 ; $0056
+ LD D,A ; $0058 set loop count, D=$64
+ LD [$FF42],A ; $0059 Set vertical scroll register
+ LD A,$91 ; $005b
+ LD [$FF40],A ; $005d Turn on LCD, showing Background
+ INC B ; $005f Set B=1
+Addr_0060:
+ LD E,$02 ; $0060
+Addr_0062:
+ LD C,$0c ; $0062
+Addr_0064:
+ LD A,[$FF44] ; $0064 wait for screen frame
+ CP $90 ; $0066
+ JR NZ, Addr_0064 ; $0068
+ DEC C ; $006a
+ JR NZ, Addr_0064 ; $006b
+ DEC E ; $006d
+ JR NZ, Addr_0062 ; $006e
+
+ LD C,$13 ; $0070
+ INC H ; $0072 increment scroll count
+ LD A,H ; $0073
+ LD E,$83 ; $0074
+ CP $62 ; $0076 $62 counts in, play sound #1
+ JR Z, Addr_0080 ; $0078
+ LD E,$c1 ; $007a
+ CP $64 ; $007c
+ JR NZ, Addr_0086 ; $007e $64 counts in, play sound #2
+Addr_0080:
+ LD A,E ; $0080 play sound
+ LD [C],A ; $0081
+ INC C ; $0082
+ LD A,$87 ; $0083
+ LD [C],A ; $0085
+Addr_0086:
+ LD A,[$FF42] ; $0086
+ SUB B ; $0088
+ LD [$FF42],A ; $0089 scroll logo up if B=1
+ DEC D ; $008b
+ JR NZ, Addr_0060 ; $008c
+
+ DEC B ; $008e set B=0 first time
+ JR NZ, Addr_00E0 ; $008f ... next time, cause jump to "Nintendo Logo check"
+
+ LD D,$20 ; $0091 use scrolling loop to pause
+ JR Addr_0060 ; $0093
+
+ ; ==== Graphic routine ====
+
+ LD C,A ; $0095 "Double up" all the bits of the graphics data
+ LD B,$04 ; $0096 and store in Video RAM
+Addr_0098:
+ PUSH BC ; $0098
+ RL C ; $0099
+ RLA ; $009b
+ POP BC ; $009c
+ RL C ; $009d
+ RLA ; $009f
+ DEC B ; $00a0
+ JR NZ, Addr_0098 ; $00a1
+ LD [HLI],A ; $00a3
+ INC HL ; $00a4
+ LD [HLI],A ; $00a5
+ INC HL ; $00a6
+ RET ; $00a7
+
+Addr_00A8:
+ ;Nintendo Logo
+ DB $CE,$ED,$66,$66,$CC,$0D,$00,$0B,$03,$73,$00,$83,$00,$0C,$00,$0D
+ DB $00,$08,$11,$1F,$88,$89,$00,$0E,$DC,$CC,$6E,$E6,$DD,$DD,$D9,$99
+ DB $BB,$BB,$67,$63,$6E,$0E,$EC,$CC,$DD,$DC,$99,$9F,$BB,$B9,$33,$3E
+
+Addr_00D8:
+ ;More video data
+ DB $3C,$42,$B9,$A5,$B9,$A5,$42,$3C
+
+ ; ===== Nintendo logo comparison routine =====
+
+Addr_00E0:
+ LD HL,$0104 ; $00e0 ; point HL to Nintendo logo in cart
+ LD DE,$00a8 ; $00e3 ; point DE to Nintendo logo in DMG rom
+
+Addr_00E6:
+ LD A,[DE] ; $00e6
+ INC DE ; $00e7
+ CP [HL] ; $00e8 ;compare logo data in cart to DMG rom
+.fuq JR NZ,.fuq ; $00e9 ;if not a match, lock up here
+ INC HL ; $00eb
+ LD A,L ; $00ec
+ CP $34 ; $00ed ;do this for $30 bytes
+ JR NZ, Addr_00E6 ; $00ef
+
+ LD B,$19 ; $00f1
+ LD A,B ; $00f3
+Addr_00F4:
+ ADD [HL] ; $00f4
+ INC HL ; $00f5
+ DEC B ; $00f6
+ JR NZ, Addr_00F4 ; $00f7
+ ADD [HL] ; $00f9
+.fuq: JR NZ,.fuq ; $00fa ; if $19 + bytes from $0134-$014D don't add to $00
+ ; ... lock up
+
+ LD A,$01 ; $00fc
+ LD [$FF50],A ; $00fe ;turn off DMG rom
1100 1011 0011 0110 SWAP (HL)
1100 1011 0011 0111 SWAP A
-1100 1011 0100 0000 BIT imm3, B test bit specified by imm3
-1100 1011 0100 0001 BIT imm3, C
-1100 1011 0100 0010 BIT imm3, D
-1100 1011 0100 0011 BIT imm3, E
-1100 1011 0100 0100 BIT imm3, H
-1100 1011 0100 0101 BIT imm3, L
-1100 1011 0100 0110 BIT imm3, (HL)
-1100 1011 0100 0111 BIT imm3, A
-
1100 1011 1000 0000 RES imm3, B reset bit specified by imm3
1100 1011 1000 0001 RES imm3, C
1100 1011 1000 0010 RES imm3, D