SameBoy/BootROMs/dmg_boot.asm

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NASM
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2019-06-14 11:31:17 +00:00
; SameBoy DMG bootstrap ROM
INCLUDE "hardware.inc"
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SECTION "BootCode", ROM0[$0]
Start:
; Init stack pointer
ld sp, $fffe
; Clear memory VRAM
ld hl, $8000
.clearVRAMLoop
ldi [hl], a
bit 5, h
jr z, .clearVRAMLoop
; Init Audio
ld a, $80
ldh [rNR52], a
ldh [rNR11], a
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ld a, $f3
ldh [rNR12], a
ldh [rNR51], a
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ld a, $77
ldh [rNR50], a
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; Init BG palette
ld a, $54
ldh [rBGP], a
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; Load logo from ROM.
; A nibble represents a 4-pixels line, 2 bytes represent a 4x4 tile, scaled to 8x8.
; Tiles are ordered left to right, top to bottom.
ld de, $104 ; Logo start
ld hl, $8010 ; This is where we load the tiles in VRAM
.loadLogoLoop
ld a, [de] ; Read 2 rows
ld b, a
call DoubleBitsAndWriteRow
call DoubleBitsAndWriteRow
inc de
ld a, e
xor $34 ; End of logo
jr nz, .loadLogoLoop
; Load trademark symbol
ld de, TrademarkSymbol
ld c,$08
.loadTrademarkSymbolLoop:
ld a,[de]
inc de
ldi [hl],a
inc hl
dec c
jr nz, .loadTrademarkSymbolLoop
; Set up tilemap
ld a,$19 ; Trademark symbol
ld [$9910], a ; ... put in the superscript position
ld hl,$992f ; Bottom right corner of the logo
ld c,$c ; Tiles in a logo row
.tilemapLoop
dec a
jr z, .tilemapDone
ldd [hl], a
dec c
jr nz, .tilemapLoop
ld l,$0f ; Jump to top row
jr .tilemapLoop
.tilemapDone
ld a, 30
ldh [rSCY], a
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; Turn on LCD
ld a, $91
ldh [rLCDC], a
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ld d, (-119) & $FF
ld c, 15
.animate
call WaitFrame
ld a, d
sra a
sra a
ldh [rSCY], a
ld a, d
add c
ld d, a
ld a, c
cp 8
jr nz, .noPaletteChange
ld a, $A8
ldh [rBGP], a
.noPaletteChange
dec c
jr nz, .animate
ld a, $fc
ldh [rBGP], a
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; Play first sound
ld a, $83
call PlaySound
ld b, 5
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call WaitBFrames
; Play second sound
ld a, $c1
call PlaySound
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; Wait ~1 second
ld b, 60
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call WaitBFrames
; Set registers to match the original DMG boot
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IF DEF(MGB)
ld hl, $FFB0
ELSE
ld hl, $01B0
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ENDC
push hl
pop af
ld hl, $014D
ld bc, $0013
ld de, $00D8
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; Boot the game
jp BootGame
DoubleBitsAndWriteRow:
; Double the most significant 4 bits, b is shifted by 4
ld a, 4
ld c, 0
.doubleCurrentBit
sla b
push af
rl c
pop af
rl c
dec a
jr nz, .doubleCurrentBit
ld a, c
; Write as two rows
ldi [hl], a
inc hl
ldi [hl], a
inc hl
ret
WaitFrame:
push hl
ld hl, $FF0F
res 0, [hl]
.wait
bit 0, [hl]
jr z, .wait
pop hl
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ret
WaitBFrames:
call WaitFrame
dec b
jr nz, WaitBFrames
ret
PlaySound:
ldh [rNR13], a
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ld a, $87
ldh [rNR14], a
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ret
TrademarkSymbol:
db $3c,$42,$b9,$a5,$b9,$a5,$42,$3c
SECTION "BootGame", ROM0[$fe]
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BootGame:
ldh [rBANK], a ; unmap boot ROM