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.DB $01, $02, $04, $08, $10, $20, $40, $80

.PADTO 0x0040
VBlank:
	CALL =VBLANK_Entrypoint
	RETI

.PADTO 0x0100
Start:
	JP =Initialize_RAM

.PADTO 0x0104
Nintendo_Logo: ; The Nintendo logo must be stored in bytes 0x104-133
	.DB $CE,$ED,$66,$66,$CC,$0D,$00,$0B,$03,$73,$00,$83,$00,$0C,$00,$0D 
	.DB $00,$08,$11,$1F,$88,$89,$00,$0E,$DC,$CC,$6E,$E6,$DD,$DD,$D9,$99 
	.DB $BB,$BB,$67,$63,$6E,$0E,$EC,$CC,$DD,$DC,$99,$9F,$BB,$B9,$33,$3E 
	
.PADTO 0x0134
Checksum: ; The bytes 0x134-0x14d need to add up to 0xe7 (= 0xff - 0x19)
	.DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
	.DB $00,$00,$00,$00,$00,$00,$00,$00,$00,$e7

Initialize_RAM:
Empty_WRAM:
	LD HL, $C000
	Empty_WRAM.loop:
		XOR A
		LD (HL+), a
		LD a, $D0
		CP h
		JR NZ, =Empty_WRAM.loop

Wait_VBlank:
	LD A, $reg_lcd_status
	AND $03
	CP $01
	JR NZ, =Wait_VBlank

	; LCDC
	XOR A
	LD $reg_lcd_controller, A

Empty_VRAM: ; (Clear screen)
	LD hl, $VRAM_start ; We set the HL register to the start of VRAM
	Empty_VRAM.loop:
		XOR A
		LD (HL+), a 						; We set the memory pointed to by HL to 0 and increase HL
		LD a, $a0
		CP h        						; Until h has reached $a0 ($a0000 is the end of VRAM)
		JR NZ, =Empty_VRAM.loop

	; BG Palette
	LD A, $e4
	LD $reg_bg_palette, A
	
	; OBJ0 Palette
	LD A, $e4
	LD $reg_obj0_palette, A
	
	; Interrupts
	LD A, $01
	LD $reg_interrupt_enable, A

	JP =Entrypoint