SameBoy/BootROMs/cgb_boot.asm

1244 lines
25 KiB
NASM

; SameBoy CGB bootstrap ROM
; Todo: use friendly names for HW registers instead of magic numbers
SECTION "BootCode", ROM0[$0]
Start:
; Init stack pointer
ld sp, $fffe
; Clear memory VRAM
call ClearMemoryPage8000
ld a, 2
ld c, $70
ld [c], a
; Clear RAM Bank 2 (Like the original boot ROM)
ld h, $D0
call ClearMemoryPage
ld [c], a
; Clear OAM
ld h, $fe
ld c, $a0
.clearOAMLoop
ldi [hl], a
dec c
jr nz, .clearOAMLoop
IF !DEF(CGB0)
; Init waveform
ld c, $10
ld hl, $FF30
.waveformLoop
ldi [hl], a
cpl
dec c
jr nz, .waveformLoop
ENDC
; Clear chosen input palette
ldh [InputPalette], a
; Clear title checksum
ldh [TitleChecksum], a
ld a, $80
ldh [$26], a
ldh [$11], a
ld a, $f3
ldh [$12], a
ldh [$25], a
ld a, $77
ldh [$24], a
; Init BG palette
ld a, $fc
ldh [$47], a
; 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.
; These tiles are not used, but are required for DMG compatibility. This is done
; by the original CGB Boot ROM as well.
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 DoubleBitsAndWriteRowTwice
inc de
ld a, e
cp $34 ; End of logo
jr nz, .loadLogoLoop
call ReadTrademarkSymbol
; Clear the second VRAM bank
ld a, 1
ldh [$4F], a
call ClearMemoryPage8000
call LoadTileset
ld b, 3
IF DEF(FAST)
xor a
ldh [$4F], a
ELSE
; Load Tilemap
ld hl, $98C2
ld d, 3
ld a, 8
.tilemapLoop
ld c, $10
.tilemapRowLoop
call .write_with_palette
; Repeat the 3 tiles common between E and B. This saves 27 bytes after
; compression, with a cost of 17 bytes of code.
push af
sub $20
sub $3
jr nc, .notspecial
add $20
call .write_with_palette
dec c
.notspecial
pop af
add d ; d = 3 for SameBoy logo, d = 1 for Nintendo logo
dec c
jr nz, .tilemapRowLoop
sub 44
push de
ld de, $10
add hl, de
pop de
dec b
jr nz, .tilemapLoop
dec d
jr z, .endTilemap
dec d
ld a, $38
ld l, $a7
ld bc, $0107
jr .tilemapRowLoop
.write_with_palette
push af
; Switch to second VRAM Bank
ld a, 1
ldh [$4F], a
ld [hl], 8
; Switch to back first VRAM Bank
xor a
ldh [$4F], a
pop af
ldi [hl], a
ret
.endTilemap
ENDC
; Expand Palettes
ld de, AnimationColors
ld c, 8
ld hl, BgPalettes
xor a
.expandPalettesLoop:
cpl
; One white
ld [hli], a
ld [hli], a
; Mixed with white
ld a, [de]
inc e
or $20
ld b, a
ld a, [de]
dec e
or $84
rra
rr b
ld [hl], b
inc l
ld [hli], a
; One black
xor a
ld [hli], a
ld [hli], a
; One color
ld a, [de]
inc e
ld [hli], a
ld a, [de]
inc e
ld [hli], a
xor a
dec c
jr nz, .expandPalettesLoop
call LoadPalettesFromHRAM
; Turn on LCD
ld a, $91
ldh [$40], a
IF !DEF(FAST)
call DoIntroAnimation
ld a, 48 ; frames to wait after playing the chime
ldh [WaitLoopCounter], a
ld b, 4 ; frames to wait before playing the chime
call WaitBFrames
; Play first sound
ld a, $83
call PlaySound
ld b, 5
call WaitBFrames
; Play second sound
ld a, $c1
call PlaySound
.waitLoop
call GetInputPaletteIndex
call WaitFrame
ld hl, WaitLoopCounter
dec [hl]
jr nz, .waitLoop
ELSE
ld a, $c1
call PlaySound
ENDC
call Preboot
IF DEF(AGB)
ld b, 1
ENDC
; Will be filled with NOPs
SECTION "BootGame", ROM0[$fe]
BootGame:
ldh [$50], a
SECTION "MoreStuff", ROM0[$200]
; Game Palettes Data
TitleChecksums:
db $00 ; Default
db $88 ; ALLEY WAY
db $16 ; YAKUMAN
db $36 ; BASEBALL, (Game and Watch 2)
db $D1 ; TENNIS
db $DB ; TETRIS
db $F2 ; QIX
db $3C ; DR.MARIO
db $8C ; RADARMISSION
db $92 ; F1RACE
db $3D ; YOSSY NO TAMAGO
db $5C ;
db $58 ; X
db $C9 ; MARIOLAND2
db $3E ; YOSSY NO COOKIE
db $70 ; ZELDA
db $1D ;
db $59 ;
db $69 ; TETRIS FLASH
db $19 ; DONKEY KONG
db $35 ; MARIO'S PICROSS
db $A8 ;
db $14 ; POKEMON RED, (GAMEBOYCAMERA G)
db $AA ; POKEMON GREEN
db $75 ; PICROSS 2
db $95 ; YOSSY NO PANEPON
db $99 ; KIRAKIRA KIDS
db $34 ; GAMEBOY GALLERY
db $6F ; POCKETCAMERA
db $15 ;
db $FF ; BALLOON KID
db $97 ; KINGOFTHEZOO
db $4B ; DMG FOOTBALL
db $90 ; WORLD CUP
db $17 ; OTHELLO
db $10 ; SUPER RC PRO-AM
db $39 ; DYNABLASTER
db $F7 ; BOY AND BLOB GB2
db $F6 ; MEGAMAN
db $A2 ; STAR WARS-NOA
db $49 ;
db $4E ; WAVERACE
db $43 ;
db $68 ; LOLO2
db $E0 ; YOSHI'S COOKIE
db $8B ; MYSTIC QUEST
db $F0 ;
db $CE ; TOPRANKINGTENNIS
db $0C ; MANSELL
db $29 ; MEGAMAN3
db $E8 ; SPACE INVADERS
db $B7 ; GAME&WATCH
db $86 ; DONKEYKONGLAND95
db $9A ; ASTEROIDS/MISCMD
db $52 ; STREET FIGHTER 2
db $01 ; DEFENDER/JOUST
db $9D ; KILLERINSTINCT95
db $71 ; TETRIS BLAST
db $9C ; PINOCCHIO
db $BD ;
db $5D ; BA.TOSHINDEN
db $6D ; NETTOU KOF 95
db $67 ;
db $3F ; TETRIS PLUS
db $6B ; DONKEYKONGLAND 3
; For these games, the 4th letter is taken into account
FirstChecksumWithDuplicate:
; Let's play hangman!
db $B3 ; ???[B]????????
db $46 ; SUP[E]R MARIOLAND
db $28 ; GOL[F]
db $A5 ; SOL[A]RSTRIKER
db $C6 ; GBW[A]RS
db $D3 ; KAE[R]UNOTAMENI
db $27 ; ???[B]????????
db $61 ; POK[E]MON BLUE
db $18 ; DON[K]EYKONGLAND
db $66 ; GAM[E]BOY GALLERY2
db $6A ; DON[K]EYKONGLAND 2
db $BF ; KID[ ]ICARUS
db $0D ; TET[R]IS2
db $F4 ; ???[-]????????
db $B3 ; MOG[U]RANYA
db $46 ; ???[R]????????
db $28 ; GAL[A]GA&GALAXIAN
db $A5 ; BT2[R]AGNAROKWORLD
db $C6 ; KEN[ ]GRIFFEY JR
db $D3 ; ???[I]????????
db $27 ; MAG[N]ETIC SOCCER
db $61 ; VEG[A]S STAKES
db $18 ; ???[I]????????
db $66 ; MIL[L]I/CENTI/PEDE
db $6A ; MAR[I]O & YOSHI
db $BF ; SOC[C]ER
db $0D ; POK[E]BOM
db $F4 ; G&W[ ]GALLERY
db $B3 ; TET[R]IS ATTACK
ChecksumsEnd:
PalettePerChecksum:
palette_index: MACRO ; palette, flags
db ((\1)) | (\2) ; | $80 means game requires DMG boot tilemap
ENDM
palette_index 0, 0 ; Default Palette
palette_index 4, 0 ; ALLEY WAY
palette_index 5, 0 ; YAKUMAN
palette_index 35, 0 ; BASEBALL, (Game and Watch 2)
palette_index 34, 0 ; TENNIS
palette_index 3, 0 ; TETRIS
palette_index 31, 0 ; QIX
palette_index 15, 0 ; DR.MARIO
palette_index 10, 0 ; RADARMISSION
palette_index 5, 0 ; F1RACE
palette_index 19, 0 ; YOSSY NO TAMAGO
palette_index 36, 0 ;
palette_index 7, $80 ; X
palette_index 37, 0 ; MARIOLAND2
palette_index 30, 0 ; YOSSY NO COOKIE
palette_index 44, 0 ; ZELDA
palette_index 21, 0 ;
palette_index 32, 0 ;
palette_index 31, 0 ; TETRIS FLASH
palette_index 20, 0 ; DONKEY KONG
palette_index 5, 0 ; MARIO'S PICROSS
palette_index 33, 0 ;
palette_index 13, 0 ; POKEMON RED, (GAMEBOYCAMERA G)
palette_index 14, 0 ; POKEMON GREEN
palette_index 5, 0 ; PICROSS 2
palette_index 29, 0 ; YOSSY NO PANEPON
palette_index 5, 0 ; KIRAKIRA KIDS
palette_index 18, 0 ; GAMEBOY GALLERY
palette_index 9, 0 ; POCKETCAMERA
palette_index 3, 0 ;
palette_index 2, 0 ; BALLOON KID
palette_index 26, 0 ; KINGOFTHEZOO
palette_index 25, 0 ; DMG FOOTBALL
palette_index 25, 0 ; WORLD CUP
palette_index 41, 0 ; OTHELLO
palette_index 42, 0 ; SUPER RC PRO-AM
palette_index 26, 0 ; DYNABLASTER
palette_index 45, 0 ; BOY AND BLOB GB2
palette_index 42, 0 ; MEGAMAN
palette_index 45, 0 ; STAR WARS-NOA
palette_index 36, 0 ;
palette_index 38, 0 ; WAVERACE
palette_index 26, $80 ;
palette_index 42, 0 ; LOLO2
palette_index 30, 0 ; YOSHI'S COOKIE
palette_index 41, 0 ; MYSTIC QUEST
palette_index 34, 0 ;
palette_index 34, 0 ; TOPRANKINGTENNIS
palette_index 5, 0 ; MANSELL
palette_index 42, 0 ; MEGAMAN3
palette_index 6, 0 ; SPACE INVADERS
palette_index 5, 0 ; GAME&WATCH
palette_index 33, 0 ; DONKEYKONGLAND95
palette_index 25, 0 ; ASTEROIDS/MISCMD
palette_index 42, 0 ; STREET FIGHTER 2
palette_index 42, 0 ; DEFENDER/JOUST
palette_index 40, 0 ; KILLERINSTINCT95
palette_index 2, 0 ; TETRIS BLAST
palette_index 16, 0 ; PINOCCHIO
palette_index 25, 0 ;
palette_index 42, 0 ; BA.TOSHINDEN
palette_index 42, 0 ; NETTOU KOF 95
palette_index 5, 0 ;
palette_index 0, 0 ; TETRIS PLUS
palette_index 39, 0 ; DONKEYKONGLAND 3
palette_index 36, 0 ;
palette_index 22, 0 ; SUPER MARIOLAND
palette_index 25, 0 ; GOLF
palette_index 6, 0 ; SOLARSTRIKER
palette_index 32, 0 ; GBWARS
palette_index 12, 0 ; KAERUNOTAMENI
palette_index 36, 0 ;
palette_index 11, 0 ; POKEMON BLUE
palette_index 39, 0 ; DONKEYKONGLAND
palette_index 18, 0 ; GAMEBOY GALLERY2
palette_index 39, 0 ; DONKEYKONGLAND 2
palette_index 24, 0 ; KID ICARUS
palette_index 31, 0 ; TETRIS2
palette_index 50, 0 ;
palette_index 17, 0 ; MOGURANYA
palette_index 46, 0 ;
palette_index 6, 0 ; GALAGA&GALAXIAN
palette_index 27, 0 ; BT2RAGNAROKWORLD
palette_index 0, 0 ; KEN GRIFFEY JR
palette_index 47, 0 ;
palette_index 41, 0 ; MAGNETIC SOCCER
palette_index 41, 0 ; VEGAS STAKES
palette_index 0, 0 ;
palette_index 0, 0 ; MILLI/CENTI/PEDE
palette_index 19, 0 ; MARIO & YOSHI
palette_index 34, 0 ; SOCCER
palette_index 23, 0 ; POKEBOM
palette_index 18, 0 ; G&W GALLERY
palette_index 29, 0 ; TETRIS ATTACK
Dups4thLetterArray:
db "BEFAARBEKEK R-URAR INAILICE R"
; We assume the last three arrays fit in the same $100 byte page!
PaletteCombinations:
palette_comb: MACRO ; Obj0, Obj1, Bg
db (\1) * 8, (\2) * 8, (\3) *8
ENDM
raw_palette_comb: MACRO ; Obj0, Obj1, Bg
db (\1) * 2, (\2) * 2, (\3) * 2
ENDM
palette_comb 4, 4, 29
palette_comb 18, 18, 18
palette_comb 20, 20, 20
palette_comb 24, 24, 24
palette_comb 9, 9, 9
palette_comb 0, 0, 0
palette_comb 27, 27, 27
palette_comb 5, 5, 5
palette_comb 12, 12, 12
palette_comb 26, 26, 26
palette_comb 16, 8, 8
palette_comb 4, 28, 28
palette_comb 4, 2, 2
palette_comb 3, 4, 4
palette_comb 4, 29, 29
palette_comb 28, 4, 28
palette_comb 2, 17, 2
palette_comb 16, 16, 8
palette_comb 4, 4, 7
palette_comb 4, 4, 18
palette_comb 4, 4, 20
palette_comb 19, 19, 9
raw_palette_comb 4 * 4 - 1, 4 * 4 - 1, 11 * 4
palette_comb 17, 17, 2
palette_comb 4, 4, 2
palette_comb 4, 4, 3
palette_comb 28, 28, 0
palette_comb 3, 3, 0
palette_comb 0, 0, 1
palette_comb 18, 22, 18
palette_comb 20, 22, 20
palette_comb 24, 22, 24
palette_comb 16, 22, 8
palette_comb 17, 4, 13
raw_palette_comb 28 * 4 - 1, 0 * 4, 14 * 4
raw_palette_comb 28 * 4 - 1, 4 * 4, 15 * 4
raw_palette_comb 19 * 4, 23 * 4 - 1, 9 * 4
palette_comb 16, 28, 10
palette_comb 4, 23, 28
palette_comb 17, 22, 2
palette_comb 4, 0, 2
palette_comb 4, 28, 3
palette_comb 28, 3, 0
palette_comb 3, 28, 4
palette_comb 21, 28, 4
palette_comb 3, 28, 0
palette_comb 25, 3, 28
palette_comb 0, 28, 8
palette_comb 4, 3, 28
palette_comb 28, 3, 6
palette_comb 4, 28, 29
; SameBoy "Exclusives"
palette_comb 30, 30, 30 ; CGA
palette_comb 31, 31, 31 ; DMG LCD
palette_comb 28, 4, 1
palette_comb 0, 0, 2
Palettes:
dw $7FFF, $32BF, $00D0, $0000
dw $639F, $4279, $15B0, $04CB
dw $7FFF, $6E31, $454A, $0000
dw $7FFF, $1BEF, $0200, $0000
dw $7FFF, $421F, $1CF2, $0000
dw $7FFF, $5294, $294A, $0000
dw $7FFF, $03FF, $012F, $0000
dw $7FFF, $03EF, $01D6, $0000
dw $7FFF, $42B5, $3DC8, $0000
dw $7E74, $03FF, $0180, $0000
dw $67FF, $77AC, $1A13, $2D6B
dw $7ED6, $4BFF, $2175, $0000
dw $53FF, $4A5F, $7E52, $0000
dw $4FFF, $7ED2, $3A4C, $1CE0
dw $03ED, $7FFF, $255F, $0000
dw $036A, $021F, $03FF, $7FFF
dw $7FFF, $01DF, $0112, $0000
dw $231F, $035F, $00F2, $0009
dw $7FFF, $03EA, $011F, $0000
dw $299F, $001A, $000C, $0000
dw $7FFF, $027F, $001F, $0000
dw $7FFF, $03E0, $0206, $0120
dw $7FFF, $7EEB, $001F, $7C00
dw $7FFF, $3FFF, $7E00, $001F
dw $7FFF, $03FF, $001F, $0000
dw $03FF, $001F, $000C, $0000
dw $7FFF, $033F, $0193, $0000
dw $0000, $4200, $037F, $7FFF
dw $7FFF, $7E8C, $7C00, $0000
dw $7FFF, $1BEF, $6180, $0000
; SameBoy "Exclusives"
dw $7FFF, $7FEA, $7D5F, $0000 ; CGA 1
dw $4778, $3290, $1D87, $0861 ; DMG LCD
KeyCombinationPalettes:
db 1 * 3 ; Right
db 48 * 3 ; Left
db 5 * 3 ; Up
db 8 * 3 ; Down
db 0 * 3 ; Right + A
db 40 * 3 ; Left + A
db 43 * 3 ; Up + A
db 3 * 3 ; Down + A
db 6 * 3 ; Right + B
db 7 * 3 ; Left + B
db 28 * 3 ; Up + B
db 49 * 3 ; Down + B
; SameBoy "Exclusives"
db 51 * 3 ; Right + A + B
db 52 * 3 ; Left + A + B
db 53 * 3 ; Up + A + B
db 54 * 3 ; Down + A + B
TrademarkSymbol:
db $3c,$42,$b9,$a5,$b9,$a5,$42,$3c
SameBoyLogo:
incbin "SameBoyLogo.pb12"
AnimationColors:
dw $7FFF ; White
dw $774F ; Cyan
dw $22C7 ; Green
dw $039F ; Yellow
dw $017D ; Orange
dw $241D ; Red
dw $6D38 ; Purple
dw $7102 ; Blue
AnimationColorsEnd:
; Helper Functions
DoubleBitsAndWriteRowTwice:
call .twice
.twice
; 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
ret
WaitBFrames:
call GetInputPaletteIndex
call WaitFrame
dec b
jr nz, WaitBFrames
ret
PlaySound:
ldh [$13], a
ld a, $87
ldh [$14], a
ret
ClearMemoryPage8000:
ld hl, $8000
; Clear from HL to HL | 0x2000
ClearMemoryPage:
xor a
ldi [hl], a
bit 5, h
jr z, ClearMemoryPage
ret
ReadTwoTileLines:
call ReadTileLine
; c = $f0 for even lines, $f for odd lines.
ReadTileLine:
ld a, [de]
and c
ld b, a
inc e
inc e
ld a, [de]
dec e
dec e
and c
swap a
or b
bit 0, c
jr z, .dontSwap
swap a
.dontSwap
inc hl
ldi [hl], a
swap c
ret
ReadCGBLogoHalfTile:
call .do_twice
.do_twice
call ReadTwoTileLines
inc e
ld a, e
ret
; LoadTileset using PB12 codec, 2020 Jakub Kądziołka
; (based on PB8 codec, 2019 Damian Yerrick)
SameBoyLogo_dst = $8080
SameBoyLogo_length = (128 * 24) / 64
LoadTileset:
ld hl, SameBoyLogo
ld de, SameBoyLogo_dst - 1
ld c, SameBoyLogo_length
.refill
; Register map for PB12 decompression
; HL: source address in boot ROM
; DE: destination address in VRAM
; A: Current literal value
; B: Repeat bits, terminated by 1000...
; Source address in HL lets the repeat bits go straight to B,
; bypassing A and avoiding spilling registers to the stack.
ld b, [hl]
dec b
jr z, .sameboyLogoEnd
inc b
inc hl
; Shift a 1 into lower bit of shift value. Once this bit
; reaches the carry, B becomes 0 and the byte is over
scf
rl b
.loop
; If not a repeat, load a literal byte
jr c, .simple_repeat
sla b
jr c, .shifty_repeat
ld a, [hli]
jr .got_byte
.shifty_repeat
sla b
jr nz, .no_refill_during_shift
ld b, [hl] ; see above. Also, no, factoring it out into a callable
inc hl ; routine doesn't save bytes, even with conditional calls
scf
rl b
.no_refill_during_shift
ld c, a
jr nc, .shift_left
srl a
db $fe ; eat the add a with cp d8
.shift_left
add a
sla b
jr c, .go_and
or c
db $fe ; eat the and c with cp d8
.go_and
and c
jr .got_byte
.simple_repeat
sla b
jr c, .got_byte
; far repeat
dec de
ld a, [de]
inc de
.got_byte
inc de
ld [de], a
sla b
jr nz, .loop
jr .refill
; End PB12 decoding. The rest uses HL as the destination
.sameboyLogoEnd
ld h, d
ld l, $80
; Copy (unresized) ROM logo
ld de, $104
.CGBROMLogoLoop
ld c, $f0
call ReadCGBLogoHalfTile
add a, 22
ld e, a
call ReadCGBLogoHalfTile
sub a, 22
ld e, a
cp $1c
jr nz, .CGBROMLogoLoop
inc hl
; fallthrough
ReadTrademarkSymbol:
ld de, TrademarkSymbol
ld c,$08
.loadTrademarkSymbolLoop:
ld a,[de]
inc de
ldi [hl],a
inc hl
dec c
jr nz, .loadTrademarkSymbolLoop
ret
DoIntroAnimation:
; Animate the intro
ld a, 1
ldh [$4F], a
ld d, 26
.animationLoop
ld b, 2
call WaitBFrames
ld hl, $98C0
ld c, 3 ; Row count
.loop
ld a, [hl]
cp $F ; Already blue
jr z, .nextTile
inc [hl]
and $7
jr z, .nextLine ; Changed a white tile, go to next line
.nextTile
inc hl
jr .loop
.nextLine
ld a, l
or $1F
ld l, a
inc hl
dec c
jr nz, .loop
dec d
jr nz, .animationLoop
ret
Preboot:
IF !DEF(FAST)
ld b, 32 ; 32 times to fade
.fadeLoop
ld c, 32 ; 32 colors to fade
ld hl, BgPalettes
.frameLoop
push bc
; Brighten Color
ld a, [hli]
ld e, a
ld a, [hld]
ld d, a
; RGB(1,1,1)
ld bc, $421
; Is blue maxed?
ld a, e
and $1F
cp $1F
jr nz, .blueNotMaxed
dec c
.blueNotMaxed
; Is green maxed?
ld a, e
cp $E0
jr c, .greenNotMaxed
ld a, d
and $3
cp $3
jr nz, .greenNotMaxed
res 5, c
.greenNotMaxed
; Is red maxed?
ld a, d
and $7C
cp $7C
jr nz, .redNotMaxed
res 2, b
.redNotMaxed
; add de, bc
; ld [hli], de
ld a, e
add c
ld [hli], a
ld a, d
adc b
ld [hli], a
pop bc
dec c
jr nz, .frameLoop
call WaitFrame
call LoadPalettesFromHRAM
call WaitFrame
dec b
jr nz, .fadeLoop
ENDC
ld a, 1
call ClearVRAMViaHDMA
call _ClearVRAMViaHDMA
call ClearVRAMViaHDMA ; A = $40, so it's bank 0
ld a, $ff
ldh [$00], a
; Final values for CGB mode
ld d, a
ld e, c
ld l, $0d
ld a, [$143]
bit 7, a
call z, EmulateDMG
bit 7, a
ldh [$4C], a
ldh a, [TitleChecksum]
ld b, a
jr z, .skipDMGForCGBCheck
ldh a, [InputPalette]
and a
jr nz, .emulateDMGForCGBGame
.skipDMGForCGBCheck
IF DEF(AGB)
; Set registers to match the original AGB-CGB boot
; AF = $1100, C = 0
xor a
ld c, a
add a, $11
ld h, c
; B is set to 1 after ret
ELSE
; Set registers to match the original CGB boot
; AF = $1180, C = 0
xor a
ld c, a
ld a, $11
ld h, c
; B is set to the title checksum
ENDC
ret
.emulateDMGForCGBGame
call EmulateDMG
ldh [$4C], a
ld a, $1
ret
GetKeyComboPalette:
ld hl, KeyCombinationPalettes - 1 ; Return value is 1-based, 0 means nothing down
ld c, a
ld b, 0
add hl, bc
ld a, [hl]
ret
EmulateDMG:
ld a, 1
ldh [$6C], a ; DMG Emulation
call GetPaletteIndex
bit 7, a
call nz, LoadDMGTilemap
res 7, a
ld b, a
add b
add b
ld b, a
ldh a, [InputPalette]
and a
jr z, .nothingDown
call GetKeyComboPalette
jr .paletteFromKeys
.nothingDown
ld a, b
.paletteFromKeys
call WaitFrame
call LoadPalettesFromIndex
ld a, 4
; Set the final values for DMG mode
ld de, 8
ld l, $7c
ret
GetPaletteIndex:
ld hl, $14B
ld a, [hl] ; Old Licensee
cp $33
jr z, .newLicensee
dec a ; 1 = Nintendo
jr nz, .notNintendo
jr .doChecksum
.newLicensee
ld l, $44
ld a, [hli]
cp "0"
jr nz, .notNintendo
ld a, [hl]
cp "1"
jr nz, .notNintendo
.doChecksum
ld l, $34
ld c, $10
xor a
.checksumLoop
add [hl]
inc l
dec c
jr nz, .checksumLoop
ld b, a
; c = 0
ld hl, TitleChecksums
.searchLoop
ld a, l
sub LOW(ChecksumsEnd) ; use sub to zero out a
ret z
ld a, [hli]
cp b
jr nz, .searchLoop
; We might have a match, Do duplicate/4th letter check
ld a, l
sub FirstChecksumWithDuplicate - TitleChecksums + 1
jr c, .match ; Does not have a duplicate, must be a match!
; Has a duplicate; check 4th letter
push hl
ld a, l
add Dups4thLetterArray - FirstChecksumWithDuplicate - 1 ; -1 since hl was incremented
ld l, a
ld a, [hl]
pop hl
ld c, a
ld a, [$134 + 3] ; Get 4th letter
cp c
jr nz, .searchLoop ; Not a match, continue
.match
ld a, l
add PalettePerChecksum - TitleChecksums - 1; -1 since hl was incremented
ld l, a
ld a, b
ldh [TitleChecksum], a
ld a, [hl]
ret
.notNintendo
xor a
ret
; optimizations in callers rely on this returning with b = 0
GetPaletteCombo:
ld hl, PaletteCombinations
ld b, 0
ld c, a
add hl, bc
ret
LoadPalettesFromIndex: ; a = index of combination
call GetPaletteCombo
; Obj Palettes
ld e, 0
.loadObjPalette
ld a, [hli]
push hl
ld hl, Palettes
; b is already 0
ld c, a
add hl, bc
ld d, 8
ld c, $6A
call LoadPalettes
pop hl
bit 3, e
jr nz, .loadBGPalette
ld e, 8
jr .loadObjPalette
.loadBGPalette
;BG Palette
ld c, [hl]
; b is already 0
ld hl, Palettes
add hl, bc
ld d, 8
jr LoadBGPalettes
LoadPalettesFromHRAM:
ld hl, BgPalettes
ld d, 64
LoadBGPalettes:
ld e, 0
ld c, $68
LoadPalettes:
ld a, $80
or e
ld [c], a
inc c
.loop
ld a, [hli]
ld [c], a
dec d
jr nz, .loop
ret
ClearVRAMViaHDMA:
ldh [$4F], a
ld hl, HDMAData
_ClearVRAMViaHDMA:
ld c, $51
ld b, 5
.loop
ld a, [hli]
ldh [c], a
inc c
dec b
jr nz, .loop
ret
; clobbers AF and HL
GetInputPaletteIndex:
ld a, $20 ; Select directions
ldh [$00], a
ldh a, [$00]
cpl
and $F
ret z ; No direction keys pressed, no palette
ld l, 0
.directionLoop
inc l
rra
jr nc, .directionLoop
; c = 1: Right, 2: Left, 3: Up, 4: Down
ld a, $10 ; Select buttons
ldh [$00], a
ldh a, [$00]
cpl
rla
rla
and $C
add l
ld l, a
ldh a, [InputPalette]
cp l
ret z ; No change, don't load
ld a, l
ldh [InputPalette], a
; Slide into change Animation Palette
ChangeAnimationPalette:
push bc
push de
call GetKeyComboPalette
call GetPaletteCombo
inc l
inc l
ld c, [hl]
ld hl, Palettes + 1
add hl, bc
ld a, [hld]
cp $7F ; Is white color?
jr nz, .isWhite
inc hl
inc hl
.isWhite
push af
ld a, [hli]
push hl
ld hl, BgPalettes ; First color, all palettes
call ReplaceColorInAllPalettes
ld l, LOW(BgPalettes + 2) ; Second color, all palettes
call ReplaceColorInAllPalettes
pop hl
ldh [BgPalettes + 6], a ; Fourth color, first palette
ld a, [hli]
push hl
ld hl, BgPalettes + 1 ; First color, all palettes
call ReplaceColorInAllPalettes
ld l, LOW(BgPalettes + 3) ; Second color, all palettes
call ReplaceColorInAllPalettes
pop hl
ldh [BgPalettes + 7], a ; Fourth color, first palette
pop af
jr z, .isNotWhite
inc hl
inc hl
.isNotWhite
; Mixing code by ISSOtm
ldh a, [BgPalettes + 7 * 8 + 2]
and ~$21
ld b, a
ld a, [hli]
and ~$21
add a, b
ld b, a
ld a, [BgPalettes + 7 * 8 + 3]
res 2, a ; and ~$04, but not touching carry
ld c, [hl]
res 2, c ; and ~$04, but not touching carry
adc a, c
rra ; Carry sort of "extends" the accumulator, we're bringing that bit back home
ld [BgPalettes + 7 * 8 + 3], a
ld a, b
rra
ld [BgPalettes + 7 * 8 + 2], a
dec l
ld a, [hli]
ldh [BgPalettes + 7 * 8 + 6], a ; Fourth color, 7th palette
ld a, [hli]
ldh [BgPalettes + 7 * 8 + 7], a ; Fourth color, 7th palette
ld a, [hli]
ldh [BgPalettes + 4], a ; Third color, first palette
ld a, [hli]
ldh [BgPalettes + 5], a ; Third color, first palette
call WaitFrame
call LoadPalettesFromHRAM
; Delay the wait loop while the user is selecting a palette
ld a, 48
ldh [WaitLoopCounter], a
pop de
pop bc
ret
ReplaceColorInAllPalettes:
ld de, 8
ld c, e
.loop
ld [hl], a
add hl, de
dec c
jr nz, .loop
ret
LoadDMGTilemap:
push af
call WaitFrame
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
pop af
ret
HDMAData:
db $88, $00, $98, $A0, $12
db $88, $00, $80, $00, $40
BootEnd:
IF BootEnd > $900
FAIL "BootROM overflowed: {BootEnd}"
ENDC
SECTION "HRAM", HRAM[$FF80]
TitleChecksum:
ds 1
BgPalettes:
ds 8 * 4 * 2
InputPalette:
ds 1
WaitLoopCounter:
ds 1