Files
alttpr-baserom/init.asm
2023-02-28 11:19:20 -05:00

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