390 lines
5.9 KiB
Plaintext
390 lines
5.9 KiB
Plaintext
#include "memmap.i65"
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#include "dma.i65"
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GAME_MAIN:
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sep #$20 : .as
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lda #$00
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sta @AVR_CMD
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rep #$20 : .al
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lda #$0000
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sta @AVR_PARAM
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sta @AVR_PARAM+2
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sep #$20 : .as
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stz $4200 ; inhibit VBlank NMI
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jsr killdma
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jsr waitblank
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jsr snes_init
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lda #$01
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sta $420d ; fast cpu
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jsr setup_gfx
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jsr colortest
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jsr setup_hdma
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jsr menu_init
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jsr tests
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sep #$20 : .as
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lda @RTC_STATUS
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beq +
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jsl time_init
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+
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jsr menuloop
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cli
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stz $4200
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jmp @infloop ;infinite loop in WRAM
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killdma:
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stz $420b
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stz $420c
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stz $4310
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stz $4311
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stz $4312
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stz $4313
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stz $4314
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stz $4320
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stz $4321
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stz $4322
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stz $4323
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stz $4324
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stz $4330
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stz $4331
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stz $4332
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stz $4333
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stz $4334
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stz $4340
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stz $4341
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stz $4342
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stz $4343
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stz $4344
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stz $4350
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stz $4351
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stz $4352
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stz $4353
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stz $4354
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stz $4360
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stz $4361
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stz $4362
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stz $4363
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stz $4364
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rts
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waitblank:
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- lda $4212
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and #$80
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bne -
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- lda $4212
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and #$80
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beq -
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rts
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colortest:
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sep #$20 : .as
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rep #$10 : .xl
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stz $2130
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rts
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setup_gfx:
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sep #$20 : .as
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rep #$10 : .xl
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stz $4200
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stz $420b
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stz $420c
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;clear tilemap buffers
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ldx #$0000
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stx $2181
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lda #$01
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sta $2183
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DMA0(#$08, #0, #^zero, #!zero, #$80)
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;copy 2bpp font (can be used as 4-bit lores font!)
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ldx #$4000
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stx $2116
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DMA0(#$01, #$2000, #^font2, #!font2, #$18)
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;copy 4bpp font
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ldx #$0000
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stx $2116
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DMA0(#$01, #$4000, #^font4, #!font4, #$18)
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;clear BG1 tilemap
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ldx #BG1_TILE_BASE
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stx $2116
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DMA0(#$09, #$1000, #^zero, #!zero, #$18)
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;clear BG2 tilemap
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ldx #BG2_TILE_BASE
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stx $2116
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DMA0(#$09, #$1000, #^zero, #!zero, #$18)
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;clear OAM tables
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ldx #$0000
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stx $2102
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DMA0(#$08, #$544, #^zero, #!zero, #$04)
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;copy logo tiles
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ldx #$2000
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stx $2116
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DMA0(#$01, #$4000, #^logo, #!logo, #$18)
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;copy logo tilemap
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ldx #BG1_TILE_BASE
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stx $2116
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DMA0(#$01, #$280, #^logomap, #!logomap, #$18)
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;copy sprites tiles
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ldx #OAM_TILE_BASE
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stx $2116
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DMA0(#$01, #$400, #^logospr, #!logospr, #$18)
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;set OAM tables
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ldx #$0000
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stx $2102
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DMA0(#$00, #$5C, #^oam_data_l, #!oam_data_l, #$04)
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ldx #$0100
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stx $2102
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DMA0(#$00, #$08, #^oam_data_h, #!oam_data_h, #$04)
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;set palette
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stz $2121
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DMA0(#$00, #$200, #^palette, #!palette, #$22)
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;copy hdma tables so we can work "without" the cartridge
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;palette
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lda #^hdma_pal
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ldx #!hdma_pal
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stx $2181
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sta $2183
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DMA0(#$00, #52, #^hdma_pal_src, #!hdma_pal_src, #$80)
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;CG addr for palette
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lda #^hdma_cg_addr
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ldx #!hdma_cg_addr
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stx $2181
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sta $2183
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DMA0(#$00, #227, #^hdma_cg_addr_src, #!hdma_cg_addr_src, #$80)
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;screen mode
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lda #^hdma_mode
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ldx #!hdma_mode
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stx $2181
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sta $2183
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DMA0(#$00, #5, #^hdma_mode_src, #!hdma_mode_src, #$80)
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;bg scroll
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lda #^hdma_scroll
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ldx #!hdma_scroll
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stx $2181
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sta $2183
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DMA0(#$00, #11, #^hdma_scroll_src, #!hdma_scroll_src, #$80);
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;color math
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lda #^hdma_math
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ldx #!hdma_math
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stx $2181
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sta $2183
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DMA0(#$00, #19, #^hdma_math_src, #!hdma_math_src, #$80);
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;copy infinite loop to WRAM
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lda #$80
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sta infloop
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lda #$fe
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sta infloop+1
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lda #^wram_fadeloop
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ldx #!wram_fadeloop
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stx $2181
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sta $2183
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DMA0(#$00, #$6C, #^fadeloop, #!fadeloop, #$80);
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rts
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tests:
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sep #$20 : .as ;8-bit accumulator
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rep #$10 : .xl ;16-bit index
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lda #$03 ;mode 3, mode 5 via HDMA :D
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sta $2105
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lda #$58 ;Tilemap addr 0xB000
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ora #$02 ;SC size 32x64
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sta $2107 ;for BG1
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lda #$50 ;Tilemap addr 0xA000
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ora #$02 ;SC size 32x64
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sta $2108 ;for BG2
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lda #$40 ;chr base addr:
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sta $210b ;BG1=0x0000, BG2=0x8000
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lda #$13 ;enable BG1+BG2+OBJ
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sta $212c ;BG Main
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lda #$13 ;enable BG1+BG2+OBJ
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sta $212d ;BG Sub
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lda #$20 ;Window 1 for color
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sta $2125 ;Color window
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lda #$01 ;cut off leftmost subscreen pixel garbage
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sta $2126
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lda #$fe
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sta $2127
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jsr setup_224
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lda #$10
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sta $2130
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lda #$1f
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sta $212e
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sta $212f
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stz $2121
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lda #$0f
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sta $2100 ;screen on, full brightness
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lda #9
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sta bar_yl
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rts
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snes_init:
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sep #$20 : .as ;8-bit accumulator
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rep #$10 : .xl ;16-bit index
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stz $4200 ;
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lda #$ff
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sta $4201 ;
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stz $4202 ;
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stz $4203 ;
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stz $4204 ;
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stz $4205 ;
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stz $4206 ;
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stz $4207 ;
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stz $4208 ;
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stz $4209 ;
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stz $420a ;
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stz $420b ;
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stz $420c ;
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lda #$8f
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sta $2100 ;INIDISP: force blank
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lda #$03 ; 8x8+16x16; name=0; base=3
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sta $2101 ;
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stz $2102 ;
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stz $2103 ;
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; stz $2104 ; (OAM Data?!)
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; stz $2104 ; (OAM Data?!)
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stz $2105 ;
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stz $2106 ;
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stz $2107 ;
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stz $2108 ;
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stz $2109 ;
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stz $210a ;
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stz $210b ;
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stz $210c ;
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stz $210d ;
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stz $210d ;
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stz $210e ;
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stz $210e ;
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stz $210f ;
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stz $210f ;
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lda #$05
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sta $2110 ;
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stz $2110 ;
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stz $2111 ;
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stz $2111 ;
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stz $2112 ;
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stz $2112 ;
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stz $2113 ;
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stz $2113 ;
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stz $2114 ;
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stz $2114 ;
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lda #$80
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sta $2115 ;
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stz $2116 ;
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stz $2117 ;
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; stz $2118 ;(VRAM Data?!)
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; stz $2119 ;(VRAM Data?!)
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stz $211a ;
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stz $211b ;
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lda #$01
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sta $211b ;
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stz $211c ;
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stz $211c ;
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stz $211d ;
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stz $211d ;
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stz $211e ;
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sta $211e ;
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stz $211f ;
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stz $211f ;
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stz $2120 ;
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stz $2120 ;
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stz $2121 ;
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; stz $2122 ; (CG Data?!)
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; stz $2122 ; (CG Data?!)
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stz $2123 ;
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stz $2124 ;
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stz $2125 ;
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stz $2126 ;
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stz $2127 ;
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stz $2128 ;
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stz $2129 ;
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stz $212a ;
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stz $212b ;
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stz $212c ;
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stz $212d ;
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stz $212e ;
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stz $212f ;
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lda #$30
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sta $2130 ;
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stz $2131 ;
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lda #$e0
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sta $2132 ;
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stz $2133 ;
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;clear WRAM lower page
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; ldx #$0200
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; stx $2181
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; lda #$00
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; sta $2183
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; DMA0(#$08, #$FF00, #^zero, #!zero, #$80)
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; ldx #$0000
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; stx $2181
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; lda #$00
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; sta $2183
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; DMA0(#$08, #$1e0, #^zero, #!zero, #$80)
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rts
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fadeloop:
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sep #$30 : .as : .xs
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ldx #$0f
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and #$00
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pha
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plb
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lda #$7f
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sta hdma_math_selection+2
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lda #$30
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sta hdma_math_selection+1
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lda #$bf
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sta hdma_math+1
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sta hdma_math+4
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sta hdma_math+16
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lda #$e0
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sta hdma_math+2
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sta hdma_math+5
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sta hdma_math+17
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fadeloop_start
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lda $4212
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and #$80
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bne fadeloop_start
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- lda $4212
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and #$80
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bne +
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bra -
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+ lda hdma_math+2
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inc
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inc
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sta hdma_math+2
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sta hdma_math+5
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sta hdma_math+17
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txa
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dec
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sta $2100
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tax
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bne fadeloop_start
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stz $2126
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stz $212e
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stz $2131
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stz $2130
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lda #$00
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sta @hdma_math
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stz $2100
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- bra -
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fadeloop_end:
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.byt $ff
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