70 lines
1.9 KiB
NASM
70 lines
1.9 KiB
NASM
;--------------------------------------------------------------------------------
|
|
; Init_Primary
|
|
;--------------------------------------------------------------------------------
|
|
; This can be as inefficient as we want. Interrupts are off when this gets
|
|
; called and it only gets called once ever during RESET.
|
|
;--------------------------------------------------------------------------------
|
|
Init_Primary:
|
|
LDA.b #$00
|
|
LDX.b #$14
|
|
-
|
|
LDA.l RomNameSRAM, X : CMP.w $FFC0, X : BNE .clear
|
|
DEX
|
|
BPL -
|
|
REP #$30
|
|
LDX.w #$00D9 ; initalize our ram
|
|
-
|
|
STA.l $7EC025, X
|
|
DEX #2
|
|
BPL -
|
|
LDA.w #$0000
|
|
LDX.w #$2FFE
|
|
-
|
|
STA.l $7F5000, X
|
|
DEX #2
|
|
BPL -
|
|
|
|
BRA .done
|
|
.clear
|
|
REP #$30
|
|
LDA.w #$0000
|
|
LDX.w #$1FFE
|
|
-
|
|
STA.l CartridgeSRAM, X
|
|
STA.l SaveBackupSRAM, X
|
|
DEX #2
|
|
BPL -
|
|
LDA.w RomVersion+$00 : STA.l RomVersionSRAM+$00
|
|
LDA.w RomVersion+$02 : STA.l RomVersionSRAM+$02
|
|
SEP #$30
|
|
LDX.b #$14
|
|
-
|
|
LDA.w $FFC0, X : STA.l RomNameSRAM, X
|
|
DEX
|
|
BPL -
|
|
.done
|
|
|
|
REP #$20
|
|
LDA.l OneMindTimerInit : STA.l OneMindTimerRAM
|
|
SEP #$30
|
|
|
|
LDA.b #$01 : STA.w MEMSEL ; enable fastrom access on upper banks
|
|
STA.l OneMindId
|
|
|
|
LDA.b #$10 : STA.b PlayerSpriteBank ; set default player sprite bank
|
|
LDA.b #$81 : STA.w NMITIMEN ; thing we wrote over, turn on NMI & gamepad
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
; Init_PostRAMClear
|
|
;--------------------------------------------------------------------------------
|
|
; This gets called after banks $7E and $7F get cleared, so if we need to
|
|
; initialize RAM in those banks, do it here
|
|
;--------------------------------------------------------------------------------
|
|
Init_PostRAMClear:
|
|
|
|
JSL MSUInit
|
|
JSL InitRNGPointerTable
|
|
JSL InitDungeonCounts
|
|
|
|
JML $00D463 ; The original target of the jump table that we hijacked
|