Files
alttpr-baserom/init.asm
cassidy 5fc5dc13b2 Add ROM version to unused hw vector and before filename in SRAM
Two 16 bit ints located at $FFE0 (0x7FE0 PC) in ROM and burned into SRAM
starting at $701FFC, just before the ROM name
2021-12-07 15:29:30 -05:00

74 lines
1.9 KiB
NASM

RomVersionSRAM = $701FFC
;--------------------------------------------------------------------------------
; 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 #$00
LDX #$00 ; initalize our ram
-
STA $7EC025, X
STA $7F5000, X
INX
CPX #$10 : !BLT -
LDX #$10 ; initalize more ram
-
STA $7F5000, X
INX
CPX #$FF : !BLT -
LDX #$00
-
LDA $702000, X : CMP $00FFC0, X : BNE .clear
INX
CPX #$15 : !BLT -
BRA .done
.clear
REP #$30 ; set 16-bit accumulator & index registers
LDA.w #$0000
-
STA $700000, X
INX
CPX #$2000 : !BLT -
SEP #$30 ; set 8-bit accumulator & index registers
LDX #$00
-
LDA $00FFC0, X : STA $702000, X
INX
CPX #$15 : !BLT -
LDX #$00
-
LDA RomVersion, X : STA RomVersionSRAM, X
INX
CPX #$04 : !BLT -
.done
REP #$20
LDA.l OneMindTimer : STA.l !ONEMIND_TIMER
SEP #$20
LDA.b #$01 : STA $420D ; enable fastrom access on upper banks
STA.l !ONEMIND_ID
LDA.b #$10 : STA $BC ; set default player sprite bank
LDA.b #$81 : STA $4200 ; 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
JML $00D463 ; The original target of the jump table that we hijacked