Files
alttpr-baserom/failure.asm
spannerisms 8f74ddab05 fix
forgot to account for the stack pointer being screwed up when we start using the stack again

might as well add in better VWF control and move hex to BG2 for more space
2022-01-27 01:24:28 -05:00

566 lines
8.8 KiB
NASM

pushtable
table "bsodencode.txt"
; Uncomment this to force a crash to test message
;pushpc : org $008132 : db 0 : pullpc
;===================================================================================================
DontUseZSNES:
SEP #$35 ; sets carry and I flag too
LDA.b #$00
STA.l $4200 ; disable NMI and IRQ
STA.l $420C ; disable HDMA
ROR ; A = 0x80 from carry
STA.l $2100
STA.l $2115
; Empty VRAM
LDA.b #AllZeros>>16 : STA.l $4304
REP #$20
LDA.w #AllZeros
STA.l $4302
LDA.w #$1809
STA.l $4300
LDA.w #$0000
STA.l $4305
LDA.w #$0001
STA.l $420B
JSR ConfigurePPUForFailureReport
JSR ConfigureBSODVWF
STZ.b VWFR
LDA.w #ZSNESMessage
JSR DrawVWFMessage
LDA.w #$0F0F
STA.w $2100
-- BRA --
ZSNESMessage:
db "It has been detected that you are attempting to load", $80
db "this ROM on a low-quality emulator.", $80
db "The randomizer is designed to work on real hardware,", $80
db "which this application cannot emulate properly;", $80
db "as such, this ROM file refuses to boot.", $80
db "Please upgrade to a more accurate emulator such as", $80
db "SNES9X or BSNES/higan.", $80
db $FF
;===================================================================================================
AllZeros:
db $00
UselessStackTooFar:
dw $137
Crashed:
;===================================================================================================
;===================================================================================================
;===================================================================================================
; !!!DO NOT TRY TO OPTIMIZE THIS CODE!!!
; IT IS INTENTIONALLY AVOIDING CHANGING CERTAIN REGISTERS, ESPECIALLY THE STACK.
;===================================================================================================
;===================================================================================================
;===================================================================================================
SEP #$35 ; sets carry and I flag too
LDA.b #$00
STA.l $4200 ; disable NMI and IRQ
STA.l $420C ; disable HDMA
ROR ; A = 0x80 from carry
STA.l $2100
STA.l $2115
; Empty VRAM
LDA.b #AllZeros>>16 : STA.l $4304
REP #$38
LDA.w #AllZeros
STA.l $4302
LDA.w #$1809
STA.l $4300
LDA.w #$0000
STA.l $4305
LDA.w #$0001
STA.l $420B
;===================================================================================================
; Create report
LDA.w #$2100
TCD
;---------------------------------------------------------------------------------------------------
; Report status
; stack pointer
LDA.w #$0C38>>1
STA.b $2116
TSC
XBA
AND.w #$00FF
ORA.w #$0100
STA.b $2118
TSC
AND.w #$00FF
ORA.w #$0100
STA.l $2118
; game module
LDA.w #$0C78>>1
STA.b $2116
LDA.l $10
AND.w #$00FF
ORA.w #$0100
STA.b $2118
LDA.l $11
AND.w #$00FF
ORA.w #$0100
STA.b $2118
;---------------------------------------------------------------------------------------------------
; Report stack
TSC
INC
STA.l $7F0100
LDA.l UselessStackTooFar
; For now, we can report as much of the stack as possible
; If desired later on, uncomment the code below to keep the stack limited to
; where it was last doing stuff
; TSC
;
; ; keep stack in a useful range
; CMP.w #$01FF ; this means we pulled too much and the stack is useless
; BCC .stack_fine
;
; JMP .skip_stack
;
;.stack_fine
; CMP.l UselessStackTooFar
; BCS .stack_adjusted
;
; ; this means we went too far in, and the stack contains little useful info
; LDA.l UselessStackTooFar
;
;.stack_adjusted
STA.l $7F0000
LDX.w #$01FF
LDA.w #$0C04>>1
.next_row
STA.l $7F0004
STA.b $2116
LDY.w #20
TXA
.next_char
; set carry to see if we should color this value as being in the stack
CMP.l $7F0100
LDA.l $000000,X
AND.w #$00FF
ORA.w #$0500
BCS .in_stack
AND.w #$01FF
.in_stack
STA.b $2118
DEX
TXA
CMP.l $7F0000
BEQ .skip_stack
DEY
BNE .next_char
.done_row
CLC
LDA.l $7F0004
ADC.w #32
BRA .next_row
;===================================================================================================
;===================================================================================================
;===================================================================================================
; once the stack is reported, we can start doing stuff that mucks with it
.skip_stack
LDA.w #$0000
TCD
; TSC
; STA.b $80 ; remember stack for later messages
LDA.w #$01FF
TCS
JSR ConfigurePPUForFailureReport
JSR ConfigureBSODVWF
JSR LoadBSODHexFont
STZ.b VWFR
LDA.w #BSODMessage
JSR DrawVWFMessage
LDA.w #$0F0F
STA.w $2100
-- BRA --
; LDA.w #$0000
; TCD
;
; TSC
BSODMessage:
db "A fatal error has occurred and resulted in an", $80
db "unrecoverable crash. ?", $80
db "If you believe this was the result of a bug caused by", $80
db "the randomizer itself, please screenshot this message", $80
db "and share it in the #bug-reports channel of the official", $80
db "ALTTPR discord along with a detailed description of", $80
db "what you were doing, including video if available.", $80
db "Please also make a savestate now and include that in", $80
db "your report.", $80
db $FF
;===================================================================================================
DrawVWFMessage:
STA.b $06
.next
LDA.b ($06)
INC.b $06
AND.w #$00FF
CMP.w #$0080
BEQ .done_row
CMP.w #$00FF
BEQ .done_message
JSR DrawFailureVWFChar
BRA .next
.done_message
RTS
.done_row
LDA.b VWFR
ASL
TAX
LDA.w .row_offset,X
STA.w $2116
INC.b VWFR
LDA.w #$1800
STA.w $4300
LDA.w #20*16
STA.w $4305
LDA.w #$1000
STA.w $4302
SEP #$20
STZ.w $2115
STZ.w $4304
LDA.b #$01
STA.w $420B
REP #$20
JSR ResetVFW
BRA .next
.row_offset
dw $10F8
dw $11E8
dw $12D8
dw $13C8
dw $14B8
dw $15A8
dw $1698
dw $1788
dw $1878
dw $1968
dw $1A58
;===================================================================================================
VWFL = $40
VWFX = $44
VWFS = $46
VWFP = $48
VWFR = $4A
;===================================================================================================
DrawFailureVWFChar:
AND.w #$00FF
STA.b VWFL
TAX
ASL
ASL
ASL
ADC.w #BSODFontGFX
STA.b $08
LDA.b VWFP
AND.w #$FFF8
STA.w VWFX
LDA.b VWFP
AND.w #$0007
STA.w VWFS
; carry set on purpose to add letter spacing
SEC
LDA.w BSODCharWidths,X
AND.w #$00FF
ADC.b VWFP
STA.b VWFP
LDY.w #$0000
.next_row
LDA.b ($08),Y
AND.w #$00FF
XBA
LDX.w VWFS
BEQ ++
-- LSR
DEX
BNE --
++ LDX.w VWFX
SEP #$20
ORA.w $1008,X
STA.w $1008,X
XBA
ORA.w $1000,X
STA.w $1000,X
REP #$20
INX
STX.w VWFX
INY
CPY.w #$0008
BCC .next_row
RTS
;===================================================================================================
LoadBSODHexFont:
REP #$20
LDA.w #BSODHex
STA.w $4302
LDA.w #$1801
STA.w $4300
LDA.w #$1000
STA.w $4305
LDA.w #$2800
STA.w $2116
SEP #$20
LDA.b #BSODHex>>16
STA.w $4304
LDA.b #$01
STA.w $420B
REP #$30
RTS
;===================================================================================================
ConfigureBSODVWF:
REP #$30
LDA.w #$2100
TCD
SEP #$30
LDX.b #$FF
LDY.b #$7F
STZ.b $2121
STZ.b $2122 : STZ.b $2122
STX.b $2122 : STY.b $2122
LDA.b #$05
STA.b $2121
LDA.b #$11 : STA.b $2122 : STY.b $2122
LDA.b #$21 : STA.b $2121
STX.b $2122 : STY.b $2122
LDA.b #$25 : STA.b $2121
LDA.b #$11 : STA.b $2122 : STY.b $2122
REP #$30
PEA.w $0001
LDA.w #15
STA.w $28
LDA.w #$0042>>1
BRA .start
.next_row
PHA
LDA.w $20
CLC
LDA.w $20
ADC.w #32
.start
STA.w $20
STA.b $2116
PLA
LDY.w #30
.next_char
STA.b $2118
INC
DEY
BNE .next_char
DEC.w $28
BNE .next_row
LDA.w #$0000
TCD
ResetVFW:
REP #$30
LDX.w #$0400
-- STZ.w $1000,X
DEX
DEX
BPL --
STZ.b VWFL
STZ.b VWFX
STZ.b VWFS
STZ.b VWFP
RTS
;===================================================================================================
ConfigurePPUForFailureReport:
SEP #$30
PHK
PLB
STZ.w $2105 ; BG mode 0
STZ.w $2106 ; no mosaic
STZ.w $2107 ; BG1 tilemap to $0000
STZ.w $212D
STZ.w $210D : STZ.w $210D
STZ.w $210E : STZ.w $210E
STZ.w $210F : STZ.w $210F
STZ.w $2110 : STZ.w $2110
STZ.w $2123
STZ.w $2131
STZ.w $2133
LDA.b #$04
STA.w $2108 ; BG1 tilemap to $0800
LDA.b #$21
STA.w $210B
LDA.b #$03
STA.w $212C
RTS
;===================================================================================================
BSODHex:
incbin "bsodhex.2bpp"
BSODFontGFX:
incbin "bsodfont.1bpp"
BSODCharWidths:
; [space]
db 3
; A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
db 4, 4, 3, 4, 3, 3, 4, 3, 1, 4, 3, 3, 5, 4, 4, 4, 5, 4, 4, 3, 4, 5, 5, 3, 3, 3
; 0 1 2 3 4 5 6 7 8 9 . # ? - / , '
db 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 5, 8, 3, 3, 2, 1
;===================================================================================================
pulltable