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.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, ($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
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