.PADTO 0x0100 Entry: JP =Start .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 Start: Wait_VBlank: LD A, (0xFF00+$41) AND $03 CP $01 JR NZ, =Wait_VBlank LD A, $00 LD ($40), A LD HL, $8000 VRAM_Clearing_Loop: LD A, $ff LD (HL+), A LD A, H CP $A0 JR NZ, =VRAM_Clearing_Loop LD A, $91 LD ($40), A Lock: JR =Lock