73 lines
2.0 KiB
NASM
73 lines
2.0 KiB
NASM
;--------------------------------------------------------------------------------
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; Init_Primary
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;--------------------------------------------------------------------------------
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; This can be as inefficient as we want. Interrupts are off when this gets
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; called and it only gets called once ever during RESET.
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;--------------------------------------------------------------------------------
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Init_Primary:
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LDA.b #$00
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LDX.b #$00 ; initalize our ram
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-
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STA.l $7EC025, X
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STA.l $7F5000, X
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INX
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CPX.b #$10 : !BLT -
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LDX.b #$10 ; initalize more ram
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-
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STA.l $7F5000, X
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INX
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CPX.b #$FF : !BLT -
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LDX.b #$00
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-
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LDA.l RomNameSRAM, X : CMP.w $FFC0, X : BNE .clear
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INX
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CPX.b #$15 : !BLT -
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BRA .done
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.clear
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REP #$30 ; set 16-bit accumulator & index registers
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LDA.w #$0000
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-
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STA.l $700000, X
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INX
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CPX.w #$2000 : !BLT -
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SEP #$30 ; set 8-bit accumulator & index registers
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LDX.b #$00
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-
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LDA.w $FFC0, X : STA.l RomNameSRAM, X
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INX
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CPX #$15 : !BLT -
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LDX.b #$00
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-
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LDA.w RomVersion, X : STA.l RomVersionSRAM, X
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INX
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CPX.b #$04 : !BLT -
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.done
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REP #$20
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LDA.l OneMindTimerInit : STA.l OneMindTimerRAM
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SEP #$20
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LDA.b #$01 : STA.w MEMSEL ; enable fastrom access on upper banks
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STA.l OneMindId
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LDA.b #$10 : STA.b PlayerSpriteBank ; set default player sprite bank
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LDA.b #$81 : STA.w NMITIMEN ; thing we wrote over, turn on NMI & gamepad
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RTL
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;--------------------------------------------------------------------------------
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; Init_PostRAMClear
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;--------------------------------------------------------------------------------
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; This gets called after banks $7E and $7F get cleared, so if we need to
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; initialize RAM in those banks, do it here
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;--------------------------------------------------------------------------------
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Init_PostRAMClear:
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JSL MSUInit
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JSL InitRNGPointerTable
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JSL InitDungeonCounts
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JML $00D463 ; The original target of the jump table that we hijacked
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