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Chris Covell Pokekon docs
;"Pokekon" BIOS disassembly & comments by Chris Covell
; This is a disassembly of the Epoch Game Pocket Computer's BIOS ROM.
; The BIOS is internal to the uPD78c06 CPU, but is completely accessible to
; all game ROMs, and provides vital support functions for games (reading
; the joypad, updating the LCD, offering music-playing routines...)
;
; Not all of the functions of the BIOS are understood, but a good many
; of them have been documented. Much of the ROM space is taken up by
; the internal demonstration, puzzle, and "paint" programs of the Pokekon
; so it is not relevant to game programmers, necessarily.
;
; I can't guarantee that this disassembly is completely error-free, so
; bear with me. Many thanks to Judge, the Guru, and John Dyer for their help!
;General BIOS breakdown:
;0000 - 007F: Startup Routine
;0080 - 00EF: CPU CALT Table
;00F0 - 018D: INTT (timer) Routine
;018E - 0277: Support Routines
;0278 - 057E: Data (music/font/text)
;057F - 05D0: Main (Demo) Loop
;05D1 - 06EB: Paint Program
;06EC - 089C: Puzzle Program
;089D - 0FFB: Support Routines & Subroutines
------------------------------------------------------------
EPOCH GAME MASK ROM
------------------------------------------------------------
RESET: 0000: 00 NOP
0001: 48 24 DI
0003: CF JR 0013
------------------------------------------------------------
INT0: 0004: 54 0C 40 JMP 400C
0007: 00 NOP
------------------------------------------------------------
INTT: 0008: 4E E6 JRE 00F0
------------------------------------------------------------
;((HL-) ==> (DE-))xB
; Copies the data pointed to by HL "(HL)" to (DE).
; B holds a single byte for the copy loop count.
CALT 96 000A: 2F LDAX H-
000B: 3E STAX D-
000C: 52 DCR B
000D: FC JR 000A
000E: 08 RET
000F: 00 NOP
------------------------------------------------------------
INT1: 0010: 54 0F 40 JMP 400F
------------------------------------------------------------
cont 0013: 04 00 00 LXI SP,0000
0016: 48 3C PER ;Set Port E to AB mode
0018: 69 C1 MVI A,C1
001A: 4D C0 MOV PA,A
001C: 64 88 FE ANI PA,FE
001F: 64 98 01 ORI PA,01
0022: 85 CALT 008A ; "Clear A"
0023: 4D C4 MOV MB,A ;Mode B = All outputs
0025: 64 98 38 ORI PA,38
0028: 69 39 MVI A,39
002A: 4D C1 MOV PB,A
002C: 64 98 02 ORI PA,02
002F: 64 88 FD ANI PA,FD
0032: 69 3E MVI A,3E
0034: 4D C1 MOV PB,A
0036: 64 98 02 ORI PA,02
0039: 64 88 FD ANI PA,FD
003C: 64 88 C7 ANI PA,C7
003F: 64 98 04 ORI PA,04
0042: 69 07 MVI A,07
0044: 4D C9 MOV TMM,A ;Timer register = #$7
0046: 69 74 MVI A,74
0048: 4D C6 MOV T0,A ;Timer option reg = #$74
004A: 87 CALT 008E ; "Clear Screen RAM"
004B: 88 CALT 0090 ; "Clear C4B0~C593"
004C: 89 CALT 0092 ; "Clear C594~C86F?"
004D: 34 80 FF LXI H,FF80
0050: 6A 49 MVI B,49
0052: 8A CALT 0094 ; "Clear RAM (HL+)xB"
0053: 81 CALT 0082 ; Copy Screen RAM to LCD Driver
0054: 69 05 MVI A,05
0056: 4D C3 MOV MK,A ;Mask = IntT,1 ON
0058: 48 20 EI
005A: 80 CALT 0080 ; [PC+1] Check Cartridge
005B: C0 .DB $C0 ;Jump to ($4001) in cartridge
005C: 54 7F 05 JMP 057F ;Flow continues if no cartridge is present.
------------------------------------------------------------
;(DE+)-(HL+) ==> A
; Loads A with (DE), increments DE, then subtracts (HL) from A and increments HL.
CALT A1 005F: 2C LDAX D+
0060: 70 E5 SUBX H+
0062: 08 RET
------------------------------------------------------------
;?? (Find 1st diff. byte in (HL),(DE)xB) (Matching byte perhaps?)
; I don't know how useful this is, but I guess it's for advancing pointers to
; the first difference between 2 buffers, etc.
CALT A2 0063: A1 CALT 00C2 ; "(DE+)-(HL+) ==> A"
0064: 48 1C SKN Z
0066: C1 JR 0068
0067: 08 RET
0068: 52 DCR B
0069: F9 JR 0063
006A: 60 91 XRA A,A
006C: 08 RET
------------------------------------------------------------
;?? (Find diff. & Copy bytes)
; I have no idea what purpose this serves...
CALT A3 006D: 48 3E PUSH H
006F: 48 2E PUSH D
0071: 48 1E PUSH B
0073: A2 CALT 00C4 ; "?? (Find 1st diff. byte in (HL),(DE)xB)"
0074: 48 1F POP B
0076: 48 2F POP D
0078: 48 3F POP H
007A: 48 1A SKN CY
007C: C1 JR 007E
007D: 08 RET
007E: 95 CALT 00AA ; "((HL+) ==> (DE+))xB"
007F: 08 RET
------------------------------------------------------------
;This is the call table provided by the CALT instruction in the uPD78xx CPU.
;It provides a way for programs to call commonly-used routines using a single-byte opcode.
;The numbers in the parentheses refer to the opcode for each entry in the table.
;Each table entry contains an address to jump to. (Quite simple.)
;Opcodes $80-$AD point to routines hard-coded in the uPD78c06 CPU ROM.
;Opcodes $AE-$B7 point to cartridge ROM routines (whose jump tables are at $4012-$402F.)
; "[PC+X]" means the subroutine uses the bytes after its call as parameters.
; the subroutine then usually advances the return address by X bytes before returning.
(CALT 80) 0080: A6 01 01A6 ;[PC+1] Check Cartridge
(CALT 81) 0082: CF 01 01CF ;Copy Screen RAM to LCD Driver
(CALT 82) 0084: 8E 01 018E ;[PC+2] Setup/Play Sound
(CALT 83) 0086: 9C 01 019C ;Setup/Play Music
(CALT 84) 0088: 1F 09 091F ;Read Controller FF90-FF95
(CALT 85) 008A: 9D 08 089D ;Clear A
(CALT 86) 008C: FF 08 08FF ;Clear Screen 2 RAM
(CALT 87) 008E: 02 09 0902 ;Clear Screen RAM
(CALT 88) 0090: 15 09 0915 ;Clear C4B0~C593
(CALT 89) 0092: 0D 09 090D ;Clear C594~C7FF
(CALT 8A) 0094: 1A 09 091A ;Clear RAM (HL+)xB
(CALT 8B) 0096: 1B 0C 0C1B ;HL <== HL+DE
(CALT 8C) 0098: 0E 0C 0C0E ;[PC+1] HL +- byte
(CALT 8D) 009A: 18 0C 0C18 ;HL <== HL+E
(CALT 8E) 009C: 8C 09 098C ;Swap C258+ <==> C000+
(CALT 8F) 009E: 81 09 0981 ;C000+ ==> C258+
(CALT 90) 00A0: 7E 09 097E ;C258+ ==> C000+
(CALT 91) 00A2: CD 01 01CD ;CALT 00A0, CALT 00A4
(CALT 92) 00A4: 37 0B 0B37 ;?? (Move some RAM around...)
(CALT 93) 00A6: D7 08 08D7 ;HL <== AxE
(CALT 94) 00A8: A0 08 08A0 ;XCHG HL,DE
(CALT 95) 00AA: 11 0D 0D11 ;((HL+) ==> (DE+))xB
(CALT 96) 00AC: 0A 00 000A ;((HL-) ==> (DE-))xB
(CALT 97) 00AE: F3 08 08F3 ;((HL+) <==> (DE+))xB
(CALT 98) 00B0: 99 09 0999 ;Set Dot; B,C = X-,Y-position
(CALT 99) 00B2: C7 09 09C7 ;[PC+2] Draw Horizontal Line
(CALT 9A) 00B4: E4 09 09E4 ;[PC+3] Print Bytes on-Screen
(CALT 9B) 00B6: 29 0A 0A29 ;[PC+3] Print Text on-Screen
(CALT 9C) 00B8: 0E 0B 0B0E ;Byte -> Point to Font Graphic
(CALT 9D) 00BA: F1 0B 0BF1 ;Set HL to screen (B,C)
(CALT 9E) 00BC: 24 0C 0C24 ;HL=C4B0+(A*$10)
(CALT 9F) 00BE: 1B 09 091B ;A ==> (HL+)xB
(CALT A0) 00C0: 6E 0C 0C6E ;(RLR A)x4
(CALT A1) 00C2: 5F 00 005F ;(DE+)-(HL+) ==> A
(CALT A2) 00C4: 63 00 0063 ;?? (Find 1st diff. byte in (HL),(DE)xB)
(CALT A3) 00C6: 6D 00 006D ;?? (Find diff. & Copy bytes)
(CALT A4) 00C8: 5D 0F 0F5D ;[PC+1] 8~32-bit Add/Subtract (dec/hex)
(CALT A5) 00CA: 42 0F 0F42 ;[PC+1] Invert 8 bytes at (C4B8+A*$10)
(CALT A6) 00CC: 2C 0F 0F2C ;Invert Screen RAM (C000~)
(CALT A7) 00CE: 2F 0F 0F2F ;Invert Screen 2 RAM (C258~)
(CALT A8) 00D0: 6E 0E 0E6E ;[PC+1] ?? (Unpack 8 bytes -> 64 bytes (Twice!))
(CALT A9) 00D2: 98 0E 0E98 ;[PC+1] ?? (Unpack & Roll 8 bits)
(CALT AA) 00D4: A4 0E 0EA4 ;[PC+1] ?? (Roll 8 bits -> Byte?)
(CALT AB) 00D6: D2 0E 0ED2 ;[PC+x] ?? (Add/Sub multiple bytes)
(CALT AC) 00D8: D9 0F 0FD9 ;[PC+1] INC/DEC Range of bytes from (HL)
(CALT AD) 00DA: B1 09 09B1 ;Clear Dot; B,C = X-,Y-position
(CALT AE) 00DC: 12 40 4012 ;Jump table for cartridge routines
(CALT AF) 00DE: 15 40 4015
(CALT B0) 00E0: 18 40 4018
(CALT B1) 00E2: 1B 40 401B
(CALT B2) 00E4: 1E 40 401E
(CALT B3) 00E6: 21 40 4021
(CALT B4) 00E8: 24 40 4024
(CALT B5) 00EA: 27 40 4027
(CALT B6) 00EC: 2A 40 402A
(CALT B7) 00EE: 2D 40 402D
-----------------------------------------------------------
Timer Interrupt
INTT: 00F0: 45 80 01 ONIW 80,01 ;If 1, don't jump to cart.
00F3: 4E 66 JRE 015B
00F5: 30 9A DCRW 9A
00F7: 4E 5F JRE 0158
00F9: 48 0E PUSH V
00FB: 28 8F LDAW 8F
00FD: 38 9A STAW 9A
00FF: 30 99 DCRW 99
0101: 4E 2B JRE 012E
0103: 48 1E PUSH B
0105: 48 2E PUSH D
0107: 48 3E PUSH H
0109: 69 03 MVI A,03
010B: 4D C9 MOV TMM,A ;Adjust timer
010D: 69 53 MVI A,53
010F: 51 DCR A
0110: FE JR 010F
0111: 45 80 02 ONIW 80,02
0114: C7 JR 011C
0115: 70 3F 84 FF LHLD FF84
0119: 78 A9 CALF 08A9 ;Music-playing code...
011B: CC JR 0128
011C: 05 80 FC ANIW 80,FC
011F: 69 07 MVI A,07
0121: 4D C9 MOV TMM,A
0123: 69 74 MVI A,74
0125: 4D C6 MOV T0,A
0127: 19 STM
0128: 48 3F POP H
012A: 48 2F POP D
012C: 48 1F POP B
012E: 28 88 LDAW 88
0130: 46 01 ADI A,01
0132: 61 DAA
0133: 38 88 STAW 88
0135: 48 1A SKN CY
0137: C1 JR 0139
0138: D5 JR 014E
0139: 20 89 INRW 89
013B: 00 NOP
013C: 28 87 LDAW 87
013E: 46 01 ADI A,01
0140: 61 DAA
0141: 38 87 STAW 87
0143: 48 1A SKN CY
0145: C1 JR 0147
0146: C7 JR 014E
0147: 28 86 LDAW 86
0149: 46 01 ADI A,01
014B: 61 DAA
014C: 38 86 STAW 86
014E: 45 8A 80 ONIW 8A,80
0151: 20 8A INRW 8A
0153: 20 8B INRW 8B
0155: 00 NOP
0156: 48 0F POP V
;--------
0158: 48 20 EI
015A: 62 RETI
------------------------------------------------------------
015B: 48 0E PUSH V
015D: 48 1E PUSH B
015F: 48 2E PUSH D
0161: 48 3E PUSH H
0163: 55 80 80 OFFIW 80,80 ;If 0, don't go to cart's INT routine
0166: 54 09 40 JMP 4009
;---------------------------------------
0169: 60 D2 ADC A,B ;Probably a simple random-number generator.
016B: 60 D3 ADC A,C
016D: 60 D4 ADC A,D
016F: 60 D5 ADC A,E
0171: 60 D6 ADC A,H
0173: 60 D7 ADC A,L
0175: 38 8C STAW 8C
0177: 48 30 RAL
0179: 48 30 RAL
017B: 1A MOV B,A
017C: 48 2F POP D
017E: 48 2E PUSH D
0180: 60 D5 ADC A,E
0182: 38 8D STAW 8D
0184: 48 31 RLR
0186: 48 31 RLR
0188: 60 D2 ADC A,B
018A: 38 8E STAW 8E
018C: 4F 9A JRE 0128
------------------------------------------------------------
;[PC+2] Setup/Play Sound
; 1st byte is sound pitch (00[silence] to $25); 2nd byte is length.
; Any pitch out of range could overrun the timers & sap the CPU.
CALT 82 018E: 48 24 DI
0190: 48 3F POP H
0192: 2D LDAX H+ ;(PC+1)
0193: 1A MOV B,A
0194: 2D LDAX H+ ;(PC+1)
0195: 48 3E PUSH H
0197: 38 99 STAW 99
0199: 78 B6 CALF 08B6 ;Set note timers
019B: C7 JR 01A3
------------------------------------------------------------
;Setup/Play Music
;HL should already contain the address of the music data.
;Format of the data string is the same as "Play Sound", with $FF terminating the song.
CALT 83 019C: 48 24 DI
019E: 15 80 02 ORIW 80,02
01A1: 78 A9 CALF 08A9 ;Read notes & set timers
01A3: 48 20 EI ;(sometimes skipped)
01A5: 08 RET
------------------------------------------------------------
;[PC+1] Check Cartridge
; Checks if the cart is present, and possibly jumps to ($4001) or ($4003)
; The parameter $C0 sends it to $4001, $C1 to $4003, etc...
CALT 80 01A6: 34 00 40 LXI H,4000
01A9: 2B LDAX H
01AA: 77 55 EQI A,55
01AC: 18 RETS
01AD: 85 CALT 008A ; "Clear A"
01AE: 38 89 STAW 89
01B0: 2B LDAX H
01B1: 77 55 EQI A,55
01B3: 18 RETS
;----------------------------------
01B4: 75 89 03 EQIW 89,03
01B7: F8 JR 01B0
01B8: 7E 4D CALF 0E4D ;Sets a timer
01BA: 15 80 80 ORIW 80,80
01BD: 32 INX H ;->$4001
01BE: 48 1F POP B
01C0: 29 LDAX B
01C1: 67 C0 NEI A,C0 ;To cart if it's $C0
01C3: C4 JR 01C8
01C4: 32 INX H ;->$4003
01C5: 32 INX H
01C6: 51 DCR A
01C7: F9 JR 01C1
01C8: 2D LDAX H+
01C9: 1B MOV C,A
01CA: 2B LDAX H
01CB: 1A MOV B,A
01CC: 73 JB ;Jump to cartridge!
-----------------------------------------------------------
;CALT 00A0, CALT 00A4
; Copies the 2nd screen to the screen buffer & moves some text around
; And updates the LCD...
CALT 91 01CD: 90 CALT 00A0 ; "C258+ ==> C000+"
01CE: 92 CALT 00A4 ; "?? (Move some RAM around...)"
-----------------------------------------------------------
;Copy Screen RAM to LCD Driver
; A very important and often-used function. The LCD won't show anything without it...
;Set up writing for LCD controller #1
CALT 81 01CF: 64 98 08 ORI PA,08 ;(Port A, bit 3 on)
01D2: 34 31 C0 LXI H,C031
01D5: 24 7D 00 LXI D,007D
01D8: 6A 00 MVI B,00
01DA: 64 88 FB ANI PA,FB ;bit 2 off
01DD: 0A MOV A,B
01DE: 4D C1 MOV PB,A ;Port B = (A)
01E0: 64 98 02 ORI PA,02 ;bit 1 on
01E3: 64 88 FD ANI PA,FD ;bit 1 off
01E6: 6B 31 MVI C,31
01E8: 64 98 04 ORI PA,04 ;bit 2 on
01EB: 2F LDAX H- ;Screen data...
01EC: 4D C1 MOV PB,A ;...to Port B
01EE: 64 98 02 ORI PA,02 ;bit 1 on
01F1: 64 88 FD ANI PA,FD ;bit 1 off
01F4: 53 DCR C
01F5: F5 JR 01EB
01F6: 8B CALT 0096 ; "HL <== HL+DE"
01F7: 0A MOV A,B
01F8: 26 40 ADINC A,40
01FA: C3 JR 01FE
01FB: 1A MOV B,A
01FC: 4F DC JRE 01DA
;Set up writing for LCD controller #2
01FE: 64 88 F7 ANI PA,F7 ;bit 3 off
0201: 64 98 10 ORI PA,10 ;bit 4 on
0204: 34 2C C1 LXI H,C12C
0207: 24 19 00 LXI D,0019
020A: 6A 00 MVI B,00
020C: 64 88 FB ANI PA,FB ;Same as in 1st loop
020F: 0A MOV A,B
0210: 4D C1 MOV PB,A
0212: 64 98 02 ORI PA,02
0215: 64 88 FD ANI PA,FD
0218: 6B 31 MVI C,31
021A: 64 98 04 ORI PA,04
021D: 2D LDAX H+
021E: 4D C1 MOV PB,A
0220: 64 98 02 ORI PA,02
0223: 64 88 FD ANI PA,FD
0226: 53 DCR C
0227: F5 JR 021D
0228: 8B CALT 0096 ; "HL <== HL+DE"
0229: 0A MOV A,B
022A: 26 40 ADINC A,40
022C: C3 JR 0230
022D: 1A MOV B,A
022E: 4F DC JRE 020C
0230: 85 CALT 008A ; "Clear A"
0231: 38 96 STAW 96
;Set up writing for LCD controller #3
0233: 64 88 EF ANI PA,EF ;bit 4 off
0236: 64 98 20 ORI PA,20 ;bit 5 on
0239: 34 32 C0 LXI H,C032
023C: 24 5E C1 LXI D,C15E
023F: 6A 00 MVI B,00
0241: 64 88 FB ANI PA,FB
0244: 0A MOV A,B
0245: 4D C1 MOV PB,A
0247: 64 98 02 ORI PA,02
024A: 64 88 FD ANI PA,FD
024D: 00 NOP
024E: 64 98 04 ORI PA,04
0251: 6B 18 MVI C,18
0253: 2D LDAX H+
0254: 4D C1 MOV PB,A
0256: 64 98 02 ORI PA,02
0259: 64 88 FD ANI PA,FD
025C: 53 DCR C
025D: F5 JR 0253
025E: 48 2E PUSH D
0260: 24 32 00 LXI D,0032
0263: 8B CALT 0096 ; "HL <== HL+DE"
0264: 48 2F POP D
0266: 94 CALT 00A8 ; "XCHG HL,DE"
0267: 20 96 INRW 96 ;Skip if a carry...
0269: 55 96 01 OFFIW 96,01 ;Do alternating lines
026C: E4 JR 0251
026D: 0A MOV A,B
026E: 26 40 ADINC A,40
0270: C3 JR 0274
0271: 1A MOV B,A
0272: 4F CD JRE 0241
0274: 64 88 DF ANI PA,DF ;bit 5 off
0277: 08 RET
-----------------------------------------------------------
;Sound note and timer data...
0278: B2 0A EE 07 E1 08 D4 09 C8 09 BD 0A B2 0A A8 0B
0288: 9E 0C 96 0C 8D 0D 85 0E 7E 0F 77 10 70 11 6A 12
0298: 64 13 5E 14 59 15 54 16 4F 17 4A 19 46 1A 42 1C
02A8: 3E 1E 3B 1F 37 22 34 23 31 26 2E 28 2C 2A 29 2D
02B8: 27 2F 25 31 23 34 21 37 1F 3B 1D 3F
-----------------------------------------------------------
;Graphic Font Data
02C4: 00 00 00 00 00 00 00 4F 00 00 00 07 00 07 00 14
02E4: 7F 14 7F 14 24 2A 7F 2A 12 23 13 08 64 62 36 49
02F4: 55 22 50 00 05 03 00 00 00 1C 22 41 00 00 41 22
02F4: 1C 00 14 08 3E 08 14 08 08 3E 08 08 00 50 30 00
0304: 00 08 08 08 08 08 00 60 60 00 00 20 10 08 04 02
0314: 3E 51 49 45 3E 00 42 7F 40 00 42 61 51 49 46 21
0324: 41 45 4B 31 18 14 12 7F 10 27 45 45 45 39 3C 4A
0334: 49 49 30 01 71 09 05 03 36 49 49 49 36 06 49 49
0344: 29 1E 00 36 36 00 00 00 56 36 00 00 08 14 22 41
0354: 00 14 14 14 14 14 00 41 22 14 08 02 01 51 09 06
0364: 32 49 79 41 3E 7E 11 11 11 7E 7F 49 49 49 36 3E
0374: 41 41 41 22 7F 41 41 22 1C 7F 49 49 49 49 7F 09
0384: 09 09 01 3E 41 49 49 7A 7F 08 08 08 7F 00 41 7F
0394: 41 00 20 40 41 3F 01 7F 08 14 22 41 7F 40 40 40
03A4: 40 7F 02 0C 02 7F 7F 04 08 10 7F 3E 41 41 41 3E
03B4: 7F 09 09 09 06 3E 41 51 21 5E 7F 09 19 29 46 46
03C4: 49 49 49 31 01 01 7F 01 01 3F 40 40 40 3F 1F 20
03D4: 40 20 1F 3F 40 38 40 3F 63 14 08 14 63 07 08 70
03E4: 08 07 61 51 49 45 43 00 7F 41 41 00 15 16 7C 16
03F4: 15 00 41 41 7F 00 04 02 01 02 04 40 40 40 40 40
0404: 00 1F 11 11 1F 00 00 11 1F 10 00 1D 15 15 17 00
0414: 11 15 15 1F 00 0F 08 1F 08 00 17 15 15 1D 00 1F
0424: 15 15 1D 00 03 01 01 1F 00 1F 15 15 1F 00 17 15
0434: 15 1F 1E 09 09 09 1E 1F 15 15 15 0A 0E 11 11 11
0444: 11 1F 11 11 11 0E 1F 15 15 15 11 1F 05 05 05 01
0454: 0E 11 11 15 1D 1F 04 04 04 1F 00 11 1F 11 00 08
0464: 10 11 0F 01 1F 08 04 0A 11 1F 10 10 10 10 1F 02
0474: 04 02 1F 1F 02 04 08 1F 0E 11 11 11 0E 1F 05 05
0484: 05 02 0E 11 15 09 16 1F 05 05 0D 12 12 15 15 15
0494: 09 01 01 1F 01 01 0F 10 10 10 0F 07 08 10 08 07
04A4: 0F 10 0C 10 0F 1B 0A 04 0A 1B 03 04 18 04 03 11
04B4: 19 15 13 11
-----------------------------------------------------------
;Text data
04B8: 2C 23 24 00 24 2F 34 00 2D 21 34 32 29 38 00 33 ;LCD DOT MATRIX SYSTEM
04C8: 39 33 34 25 2D 00 26 35 2C 2C 00 27 32 21 30 28 ;FULL GRAPHIC
04D8: 29 23 00 08 17 15 0A 16 14 00 24 2F 34 33 09 00 ;(75*64 DOTS)
04E8: 00 00 00 FF
;Music notation data
04EC: 00 0A 06 0A 0B 0A 0F 0A 12 14 12 14
04F8: 12 14 12 14 0A 14 0A 14 0B 14 0B 07 0D 07 0B 07
0508: 10 14 10 14 0F 14 0F 14 0D 28 00 0A 06 0A 0B 0A
0518: 0F 0A 12 14 12 14 12 14 12 14 0A 14 0A 07 0B 07
0528: 0A 07 0B 14 0B 07 0D 07 0B 07 0D 14 0D 14 06 14
0538: 08 0A 0A 0A 0B 3C 00 50 FF
;Text data
0541: 27 32 21 0E 00 38 10 10 0C 39 10 10 ;GRA. X00,Y00
054D: 30 35 3A 3A 2C 25 ;PUZZLE
0553: 34 29 2D 25 1B 10 10 10 0E 10 ;TIME:000.0
;Grid data, probably
055D: 04 04 08 01 01 08 04 04 08 01 01 02 04 04 02 01
056D: 01 02
056F: 08 04 02 04 08 08 08 01 02 01 08 04 02 02 04 02
-----------------------------------------------------------
;from 005C -
057F: 86 CALT 008C ;Clear Screen 2 RAM
0580: 38 D8 STAW D8 ;Set mem locations to 0
0582: 38 82 STAW 82
0584: 38 A5 STAW A5
0586: 34 B8 04 LXI H,04B8 ;Start of scrolltext
0589: 70 3E D6 FF SHLD FFD6 ;Save pointer
058D: 7D 68 CALF 0D68 ;Setup RAM vars
058F: 90 CALT 00A0 ; "C258+ ==> C000+"
0590: 81 CALT 0082 ;Copy Screen RAM to LCD Driver
0591: 85 CALT 008A ; "Clear A"
0592: 38 DA STAW DA
0594: 38 D1 STAW D1
0596: 38 D2 STAW D2
0598: 38 D5 STAW D5
059A: 69 FF MVI A,FF
059C: 38 D0 STAW D0
059E: 34 D8 FF LXI H,FFD8
05A1: 70 93 XRAX H ;A=$FF XOR ($FFD8)
05A3: 38 D8 STAW D8
05A5: 69 60 MVI A,60 ;A delay value for the scrolltext
05A7: 38 8A STAW 8A
;Main Loop starts here!
05A9: 80 CALT 0080 ;[PC+1] Check Cartridge
05AA: C1 .DB $C1 ;Jump to ($4003) in cartridge
05AB: 55 80 02 OFFIW 80,02 ;If bit 1 is on, no music
05AE: C3 JR 05B2
05AF: 7E 64 CALF 0E64 ;Point HL to the music data
05B1: 83 CALT 0086 ;Setup/Play Music
05B2: 84 CALT 0088 ;Read Controller FF90-FF95
05B3: 65 93 01 NEIW 93,01 ;If Select is pressed...
05B6: 54 EC 06 JMP 06EC ;Setup puzzle
05B9: 65 D2 0F NEIW D2,0F
05BC: 4F D3 JRE 0591 ;(go to main loop setup)
05BE: 7D 1F CALF 0D1F ;Draw spiral dot-by-dot
05C0: 7D 1F CALF 0D1F ;Draw spiral dot-by-dot
05C2: 90 CALT 00A0 ; "C258+ ==> C000+"
05C3: 81 CALT 0082 ;Copy Screen RAM to LCD Driver
05C4: 65 93 08 NEIW 93,08 ;If Start is pressed...
05C7: C9 JR 05D1 ;Jump to graphic program
05C8: 75 8A 80 EQIW 8A,80 ;Delay for the scrolltext
05CB: 4F DC JRE 05A9 ;JRE Main Loop
05CD: 7C E2 CALF 0CE2 ;Scroll Text routine
05CF: 4F D4 JRE 05A5 ;Reset scrolltext delay...
-----------------------------------------------------------
;"Paint" program setup routines
05D1: 7E 4D CALF 0E4D ;Turn timer on
05D3: 86 CALT 008C ; "Clear Screen 2 RAM"
05D4: 88 CALT 0090 ; "Clear C4B0~C593"
05D5: 34 41 05 LXI H,0541 ;"GRA"
05D8: 9B CALT 00B6 ; "[PC+3] Print Text on-Screen"
05D9: 02 00 1C .DB $02,$00,$1C ;Parameters for the text routine
05DC: 69 05 MVI A,05
05DE: 34 B8 C4 LXI H,C4B8
05E1: 3D STAX H+
05E2: 32 INX H
05E3: 3B STAX H
05E4: 41 INR A
05E5: 34 70 C5 LXI H,C570
05E8: 3D STAX H+
05E9: 41 INR A
05EA: 38 A6 STAW A6
05EC: 69 39 MVI A,39
05EE: 3D STAX H+
05EF: 41 INR A
05F0: 38 A7 STAW A7
05F2: 85 CALT 008A ; "Clear A"
05F3: 3D STAX H+
05F4: 38 A0 STAW A0 ;X,Y position for cursor
05F6: 38 A1 STAW A1
05F8: 69 99 MVI A,99 ;What does this do?
05FA: 6A 0A MVI B,0A
05FC: 32 INX H
05FD: 32 INX H
05FE: 3D STAX H+ ;Just writes "99s" 3 bytes apart
05FF: 32 INX H
0600: 32 INX H
0601: 52 DCR B
0602: FB JR 05FE
0603: 7D 68 CALF 0D68 ;Draw Border
0605: 69 70 MVI A,70
0607: 38 8A STAW 8A
0609: 34 A0 FF LXI H,FFA0 ;Print the X-, Y- position
060C: 9A CALT 00B4 ; "[PC+3] Print Bytes on-Screen"
060D: 26 00 19 .DB $26,$00,$19 ;Parameters for the print routine
0610: 34 A1 FF LXI H,FFA1
0613: 9A CALT 00B4 ; "[PC+3] Print Bytes on-Screen"
0614: 3E 00 19 .DB $3E,$00,$19 ;Parameters for the print routine
0617: 91 CALT 00A2 ; "CALT A0, CALT A4"
0618: 80 CALT 0080 ;[PC+1] Check Cartridge
0619: C1 .DB $C1 ;Jump to ($4003) in cartridge
061A: 45 8A 80 ONIW 8A,80
061D: FA JR 0618
061E: 34 72 C5 LXI H,C572
0621: 2B LDAX H
0622: 16 FF XRI A,FF
0624: 3B STAX H
0625: 84 CALT 0088 ;Read Controller FF90-FF95
0626: 28 93 LDAW 93
0628: 57 3F OFFI A,3F ;Test Buttons 1,2,3,4
062A: C8 JR 0633
062B: 28 92 LDAW 92
062D: 57 0F OFFI A,0F ;Test U,D,L,R
062F: 4E 42 JRE 0673
0631: 4F D2 JRE 0605
------------------------------------------------------------
0633: 45 95 09 ONIW 95,09
0636: D0 JR 0647
0637: 77 08 EQI A,08 ;Start clears the screen
0639: C5 JR 063F
063A: 82 CALT 0084 ;[PC+2] Setup/Play Sound
063B: 22 03 .DB $22,$03
063D: 4F 9D JRE 05DC ;Clear screen
063F: 77 01 EQI A,01 ;Select goes to the Puzzle
0641: C5 JR 0647
0642: 82 CALT 0084 ;[PC+2] Setup/Play Sound
0643: 23 03 .DB $23,$03
0645: 4E A7 JRE 06EE ;To Puzzle Setup
0647: 77 02 EQI A,02 ;Button 1
0649: C4 JR 064E
064A: 82 CALT 0084 ;[PC+2] Setup/Play Sound
064B: 19 03 .DB $19,$03
064D: D6 JR 0664 ;Clear a dot
064E: 77 10 EQI A,10 ;Button 2
0650: C4 JR 0655
0651: 82 CALT 0084 ;[PC+2] Setup/Play Sound
0652: 1B 03 .DB $1B,$03
0654: CF JR 0664 ;Clear a dot
0655: 77 04 EQI A,04 ;Button 3
0657: C4 JR 065C
0658: 82 CALT 0084 ;[PC+2] Setup/Play Sound
0659: 1D 03 .DB $1D,$03
065B: D0 JR 066C ;Set a dot
065C: 77 20 EQI A,20 ;Button 4
065E: 4E 20 JRE 0680
0660: 82 CALT 0084 ;[PC+2] Setup/Play Sound
0661: 1E 03 .DB $1E,$03
0663: C8 JR 066C ;Set a dot
0664: 28 A6 LDAW A6
0666: 1A MOV B,A
0667: 28 A7 LDAW A7
0669: 1B MOV C,A
066A: AD CALT 00DA ; "Clear Dot; B,C = X-,Y-position"
066B: C7 JR 0673
066C: 28 A6 LDAW A6
066E: 1A MOV B,A
066F: 28 A7 LDAW A7
0671: 1B MOV C,A
0672: 98 CALT 00B0 ; "Set Dot; B,C = X-,Y-position"
0673: 28 92 LDAW 92
0675: 67 0F NEI A,0F ;Check if U,D,L,R pressed at once??
0677: 4F 8C JRE 0605
0679: 47 01 ONI A,01 ;Up
067B: D8 JR 0694
067C: 28 A7 LDAW A7
067E: 67 0E NEI A,0E ;Check lower limits of X-pos
0680: DA JR 069B
0681: 51 DCR A
0682: 38 A7 STAW A7
0684: 51 DCR A
0685: 70 79 71 C5 MOV C571,A
0689: 28 A1 LDAW A1
068B: 46 01 ADI A,01
068D: 61 DAA
068E: 38 A1 STAW A1
0690: 82 CALT 0084 ;[PC+2] Setup/Play Sound
0691: 12 03 .DB $12,$03
0693: DA JR 06AE
0694: 47 04 ONI A,04 ;Down
0696: D7 JR 06AE
0697: 28 A7 LDAW A7
0699: 67 3A NEI A,3A ;Check lower cursor limit
069B: DB JR 06B7
069C: 41 INR A
069D: 38 A7 STAW A7
069F: 51 DCR A
06A0: 70 79 71 C5 MOV C571,A
06A4: 28 A1 LDAW A1
06A6: 46 99 ADI A,99
06A8: 61 DAA
06A9: 38 A1 STAW A1
06AB: 82 CALT 0084 ;[PC+2] Setup/Play Sound
06AC: 14 03 .DB $14,$03
06AE: 28 92 LDAW 92
06B0: 47 08 ONI A,08 ;Right
06B2: D9 JR 06CC
06B3: 28 A6 LDAW A6
06B5: 67 43 NEI A,43
06B7: DC JR 06D4
06B8: 41 INR A
06B9: 38 A6 STAW A6
06BB: 51 DCR A
06BC: 70 79 70 C5 MOV C570,A
06C0: 28 A0 LDAW A0
06C2: 46 01 ADI A,01
06C4: 61 DAA
06C5: 38 A0 STAW A0
06C7: 82 CALT 0084 ;[PC+2] Setup/Play Sound
06C8: 17 03 .DB $17,$03
06CA: 4F 39 JRE 0605
06CC: 47 02 ONI A,02 ;Left
06CE: 4F 35 JRE 0605
06D0: 28 A6 LDAW A6
06D2: 67 07 NEI A,07
06D4: D3 JR 06E8
06D5: 51 DCR A
06D6: 38 A6 STAW A6
06D8: 51 DCR A
06D9: 70 79 70 C5 MOV C570,A
06DD: 28 A0 LDAW A0
06DF: 46 99 ADI A,99
06E1: 61 DAA
06E2: 38 A0 STAW A0
06E4: 82 CALT 0084 ;[PC+2] Setup/Play Sound
06E5: 16 03 .DB $16,$03
06E7: E2 JR 06CA
------------------------------------------------------------
06E8: 82 CALT 0084 ;[PC+2] Setup/Play Sound
06E9: 01 03 .DB $01,$03
06EB: FB JR 06E7
------------------------------------------------------------
;Puzzle Setup Routines...
06EC: 7E 4D CALF 0E4D ;Reset the timer?
06EE: 69 21 MVI A,21
06F0: 6A 0A MVI B,0A
06F2: 7E 67 CALF 0E67 ;LXI H,$C7F2
06F4: 3D STAX H+
06F5: 41 INR A ;Set up the puzzle tiles in RAM
06F6: 52 DCR B
06F7: FC JR 06F4
06F8: 0A MOV A,B ;$FF
06F9: 3D STAX H+
06FA: 7E 67 CALF 0E67
06FC: 6A 0B MVI B,0B
06FE: 24 5E C7 LXI D,C75E
0701: 95 CALT 00AA ; "((HL+) ==> (DE+))xB"
0702: 6A 0B MVI B,0B
0704: 34 5E C7 LXI H,C75E
0707: 24 52 C7 LXI D,C752
070A: 95 CALT 00AA ; "((HL+) ==> (DE+))xB"
070B: 86 CALT 008C ; "Clear Screen 2 RAM"
070C: 7D 68 CALF 0D68 ;Draw Border
070E: 7D 92 CALF 0D92 ;Draw the grid
0710: 7C 7B CALF 0C7B ;Write "PUZZLE"
0712: 05 89 00 ANIW 89,00
0715: 69 60 MVI A,60
0717: 38 8A STAW 8A
0719: 80 CALT 0080 ;[PC+1] Check Cartridge
071A: C1 .DB $C1 ;Jump to ($4003) in cartridge
------------------------------------------------------------
071B: 6A 0B MVI B,0B
071D: 34 52 C7 LXI H,C752
0720: 24 F2 C7 LXI D,C7F2
0723: 95 CALT 00AA ; "((HL+) ==> (DE+))xB"
0724: 6A 11 MVI B,11
0726: 34 5D 05 LXI H,055D ;Point to "grid" data
0729: 2D LDAX H+
072A: 48 1E PUSH B
072C: 48 3E PUSH H
072E: 7D D3 CALF 0DD3 ;This probably draws the tiles
0730: 00 NOP ;Or randomizes them??
0731: 48 3F POP H
0733: 48 1F POP B
0735: 52 DCR B
0736: F2 JR 0729
0737: 6A 0B MVI B,0B
0739: 7E 67 CALF 0E67 ;LXI H,$C7F2
073B: 24 52 C7 LXI D,C752
073E: 95 CALT 00AA ; "((HL+) ==> (DE+))xB"
073F: 84 CALT 0088 ;Read Controller FF90-FF95
0740: 65 93 01 NEIW 93,01 ;Select
0743: 45 95 01 ONIW 95,01 ;Select trigger
0746: C6 JR 074D
0747: 82 CALT 0084 ;[PC+2] Setup/Play Sound
0748: 14 03 .DB $14,$03
074A: 54 D1 05 JMP 05D1 ;Go to Paint Program
074D: 65 93 08 NEIW 93,08 ;Start
0750: 45 95 08 ONIW 95,08
0753: C4 JR 0758
0754: 82 CALT 0084 ;[PC+2] Setup/Play Sound
0755: 16 03 .DB $16,$03
0757: CD JR 0765
------------------------------------------------------------
0758: 75 8A 80 EQIW 8A,80
075B: 4F BC JRE 0719 ;Draw Tiles
075D: 75 89 3C EQIW 89,3C
0760: 4F B3 JRE 0715 ;Reset timer?
0762: 54 7F 05 JMP 057F ;Go back to startup screen(?)
------------------------------------------------------------
0765: 86 CALT 008C ; "Clear Screen 2 RAM"
0766: 34 53 05 LXI H,0553 ;"TIME"
0769: 9B CALT 00B6 ; "[PC+3] Print Text on-Screen"
076A: 0E 00 1A .DB $0E,$00,$1A
076D: 34 86 FF LXI H,FF86
0770: 6A 02 MVI B,02
0772: 8A CALT 0094 ; "Clear RAM (HL+)xB"
0773: 28 8C LDAW 8C
0775: 07 0F ANI A,0F
0777: 1A MOV B,A
0778: 34 6F 05 LXI H,056F
077B: 2D LDAX H+
077C: 48 1E PUSH B
077E: 48 3E PUSH H
0780: 7D D3 CALF 0DD3 ;Draw Tiles
0782: 00 NOP
0783: 48 3F POP H
0785: 48 1F POP B
0787: 52 DCR B
0788: F2 JR 077B
0789: 7D 68 CALF 0D68 ;Draw Border (again)
078B: 7D 92 CALF 0D92 ;Draw the grid (again)
078D: 7C 82 CALF 0C82 ;Scroll text? Write time in decimal?
078F: 69 60 MVI A,60
0791: 38 8A STAW 8A
0793: 80 CALT 0080 ;[PC+1] Check Cartridge
0794: C1 .DB $C1 ;Jump to ($4003) in cartridge
------------------------------------------------------------
0795: 34 86 FF LXI H,FF86
0798: 9A CALT 00B4 ; "[PC+3] Print Bytes on-Screen"
0799: 2C 00 12 .DB $2C,$00,$12
079C: 34 88 FF LXI H,FF88
079F: 9A CALT 00B4 ; "[PC+3] Print Bytes on-Screen"
07A0: 44 00 08 .DB $44,$00,$08
07A3: 90 CALT 00A0 ; "C258+ ==> C000+"
07A4: 81 CALT 0082 ;Copy Screen RAM to LCD Driver
07A5: 84 CALT 0088 ;Read Controller FF90-FF95
07A6: 65 93 01 NEIW 93,01 ;Select
07A9: 4F 9C JRE 0747 ;To Paint Program
07AB: 65 93 08 NEIW 93,08 ;Start
07AE: 45 95 08 ONIW 95,08 ;Start trigger
07B1: C2 JR 07B4
07B2: 4F A0 JRE 0754 ;Restart puzzle
------------------------------------------------------------
07B4: 75 8A 80 EQIW 8A,80
07B7: 4F DA JRE 0793
07B9: 28 92 LDAW 92 ;Joypad
07BB: 47 0F ONI A,0F
07BD: 4F D0 JRE 078F ;Keep looping
07BF: 7D D3 CALF 0DD3 ;Draw Tiles
07C1: C4 JR 07C6
------------------------------------------------------------
07C2: 82 CALT 0084 ;[PC+2] Setup/Play Sound
07C3: 01 03 .DB $01,$03
07C5: F7 JR 07BD
------------------------------------------------------------
07C6: 48 0E PUSH V
07C8: 69 03 MVI A,03
07CA: 38 99 STAW 99
07CC: 48 24 DI
07CE: 78 B6 CALF 08B6 ;Play Music (Snd)
07D0: 48 20 EI
07D2: 34 FE C7 LXI H,C7FE
07D5: 2D LDAX H+
07D6: 1A MOV B,A
07D7: 2F LDAX H-
07D8: 60 BA LTA A,B
07DA: C2 JR 07DD
07DB: 1A MOV B,A
07DC: 2B LDAX H
07DD: 48 1E PUSH B
07DF: 75 A2 00 EQIW A2,00
07E2: 4E 3F JRE 0823
07E4: 7C BF CALF 0CBF ;Write Text(?)
07E6: 32 INX H
07E7: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
07E8: 00 8E .DB $00,$8E
07EA: 7C 77 CALF 0C77 ;HL + $3C
07EC: 48 3E PUSH H
07EE: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
07EF: F0 0E .DB $F0,$0E
07F1: 48 3F POP H
07F3: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
07F4: F0 8E .DB $F0,$8E
07F6: 7C 77 CALF 0C77 ;HL + $3C
07F8: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
07F9: 1F 0F .DB $1F,$0F
07FB: 48 1F POP B
07FD: 0A MOV A,B
07FE: 7C BF CALF 0CBF ;Write Text(?)
0800: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0801: F0 0F .DB $F0,$0F
0803: 7C 77 CALF 0C77 ;HL + $3C
0805: 48 3E PUSH H
0807: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0808: 0F 0E .DB $0F,$0E
080A: 48 3F POP H
080C: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
080D: 0F 8E .DB $0F,$0E
080F: 6D 41 MVI E,41
0811: 8D CALT 009A ; "HL <== HL+E"
0812: 48 0F POP V
0814: 48 3E PUSH H
0816: 9C CALT 00B8 ;Byte -> Point to Font Graphic
0817: 48 2F POP D
0819: 6A 04 MVI B,04
081B: 2D LDAX H+
081C: 48 30 RAL
081E: 3C STAX D+
081F: 52 DCR B
0820: FA JR 081B
0821: 4E 52 JRE 0875
------------------------------------------------------------
0823: 7C BF CALF 0CBF ;Write Text(?)
0825: 6A 07 MVI B,07
0827: 32 INX H
0828: 52 DCR B
0829: FD JR 0827
082A: 69 01 MVI A,01
082C: 38 A5 STAW A5
082E: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
082F: E0 08 .DB $E0,$08
0831: 6D 42 MVI E,42
0833: 8D CALT 009A ; "HL <== HL+E"
0834: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0835: FF 08 .DB $FF,$08
0837: 6D 42 MVI E,42
0839: 8D CALT 009A ; "HL <== HL+E"
083A: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
083B: 1F 08 .DB $1F,$08
083D: 28 A5 LDAW A5
083F: 51 DCR A
0840: C1 JR 0842
0841: CA JR 084C
0842: 38 A5 STAW A5
0844: 48 1F POP B
0846: 0A MOV A,B
0847: 38 A2 STAW A2
0849: 7C BF CALF 0CBF ;Write Text(?)
084B: E2 JR 082E
084C: 28 A2 LDAW A2
084E: 7C BF CALF 0CBF ;Write Text(?)
0850: 6D 09 MVI E,09
0852: 8D CALT 009A ; "HL <== HL+E"
0853: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0854: 1F 8E .DB $1F,$8E
0856: 7C 77 CALF 0C77 ;HL + $3C
0858: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0859: 00 8E .DB $00,$8E
085B: 7C 77 CALF 0C77 ;HL + $3C
085D: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
085E: F0 8E .DB $F0,$8E
0860: 6A 54 MVI B,54 ;Decrement HL 55 times!
0862: 33 DCX H ;Is this a delay or something?
0863: 52 DCR B ;There's already a CALT that subs HL...
0864: FD JR 0862
0865: 94 CALT 00A8 ; "XCHG HL,DE"
0866: 48 0F POP V
0868: 48 2E PUSH D
086A: 9C CALT 00B8 ;Byte -> Point to Font Graphic
086B: 48 2F POP D
086D: 6A 04 MVI B,04
086F: 2D LDAX H+
0870: 48 30 RAL
0872: 3C STAX D+
0873: 52 DCR B
0874: FA JR 086F
0875: 34 88 FF LXI H,FF88
0878: 9A CALT 00B4 ; "[PC+3] Print Bytes on-Screen"
0879: 44 00 08 .DB $44,$00,$08
087C: 90 CALT 00A0 ; "C258+ ==> C000+"
087D: 81 CALT 0082 ;Copy Screen RAM to LCD Driver
087E: 7D 68 CALF 0D68 ;Draw Border
0880: 7D 92 CALF 0D92 ;Draw Puzzle Grid
0882: 7C 82 CALF 0C82 ;Scroll text? Write time in decimal?
0884: 6A 0B MVI B,0B
0886: 34 5E C7 LXI H,C75E
0889: 24 F2 C7 LXI D,C7F2
088C: 2D LDAX H+
088D: 70 FC EQAX D+
088F: 4F 34 JRE 07C5
0891: 52 DCR B
0892: F9 JR 088C
0893: 7E 64 CALF 0E64 ;Point HL to music data
0895: 83 CALT 0086 ;Setup/Play Music
0896: 45 80 03 ONIW 80,03
0899: 54 12 07 JMP 0712 ;Continue puzzle
089C: F9 JR 0896
;End of Puzzle Code
------------------------------------------------------------
;Clear A
CALT 85 089D: 69 00 MVI A,00
089F: 08 RET
------------------------------------------------------------
;XCHG HL,DE
CALT 94 08A0: 48 3E PUSH H
08A2: 48 2E PUSH D
08A4: 48 3F POP H
08A6: 48 2F POP D
08A8: 08 RET
------------------------------------------------------------
;Music-playing code...
CALF 08A9: 2D LDAX H+
08AA: 1A MOV B,A
08AB: 2D LDAX H+
08AC: 38 99 STAW 99
08AE: 70 3E 84 FF SHLD FF84
08B2: 0A MOV A,B
08B3: 41 INR A
08B4: C1 JR 08B6
08B5: 18 RETS ;Return & Skip if read "$FF"
;Move "note" into TM0
CALF 08B6: 34 78 02 LXI H,0278 ;Table Start
08B9: 0A MOV A,B
08BA: 36 01 SUINB A,01
08BC: C3 JR 08C0
08BD: 32 INX H ;Add A*2 to HL (wastefully)
08BE: 32 INX H
08BF: FA JR 08BA
08C0: 2D LDAX H+
08C1: 4D C6 MOV T0,A
08C3: 2B LDAX H
08C4: 38 9A STAW 9A
08C6: 38 8F STAW 8F
08C8: 52 DCR B
08C9: 69 00 MVI A,00 ;Sound?
08CB: 69 03 MVI A,03 ;Silent
08CD: 4D C9 MOV TMM,A
08CF: 15 80 01 ORIW 80,01
08D2: 19 STM
08D3: 08 RET
------------------------------------------------------------
;Load a "multiplication table" for A,E from (HL) and do AxE
;Is this ever used?
08D4: 2D LDAX H+
08D5: 1D MOV E,A
08D6: 2B LDAX H
;HL <== AxE
CALT 93 08D7: 34 00 00 LXI H,0000
08DA: 6C 00 MVI D,00
08DC: 27 00 GTI A,00
08DE: 08 RET
08DF: 48 2A CLC
08E1: 48 31 RLR
08E3: 48 0E PUSH V
08E5: 48 1A SKN CY
08E7: 8B CALT 0096 ; "HL <== HL+DE"
08E8: 0D MOV A,E
08E9: 60 C1 ADD A,A
08EB: 1D MOV E,A
08EC: 0C MOV A,D
08ED: 48 30 RAL
08EF: 1C MOV D,A
08F0: 48 0F POP V
08F2: E9 JR 08DC
;-----------------------------
;((HL+) <==> (DE+))xB
;This function swaps the contents of (HL)<->(DE) B times
CALT 97 08F3: 78 F8 CALF 08F8 ;Swap (HL+)<->(DE+)
08F5: 52 DCR B
08F6: FC JR 08F3
08F7: 08 RET
------------------------------------------------------------
;Swap (HL+)<->(DE+)
CALF 08F8: 2B LDAX H
08F9: 1B MOV C,A
08FA: 2A LDAX D
08FB: 3D STAX H+
08FC: 0B MOV A,C
08FD: 3C STAX D+
08FE: 08 RET
------------------------------------------------------------
;Clear Screen 2 RAM
CALT 86 08FF: 34 58 C2 LXI H,C258 ;RAM for screen 2
;Clear Screen RAM
CALT 87 0902: 34 00 C0 LXI H,C000 ;RAM for screen 1
0905: 6B 02 MVI C,02
0907: 6A C7 MVI B,C7 ;$C8 bytes * 3 loops
0909: 8A CALT 0094 ; "Clear RAM (HL+)xB"
090A: 53 DCR C
090B: FB JR 0907
090C: 08 RET
------------------------------------------------------------
;Clear C594~C7FF
CALT 89 090D: 34 94 C5 LXI H,C594 ;Set HL
0910: 79 05 CALF 0905 ;And jump to above routine
0912: 6A 13 MVI B,13 ;Then clear $14 more bytes
0914: C5 JR 091A ;Clear RAM (HL+)xB
;Clear C4B0~C593
CALT 88 0915: 34 B0 C4 LXI H,C4B0 ;Set RAM pointer
0918: 6A E3 MVI B,E3 ;and just drop into the func.
;Clear RAM (HL+)xB
CALT 8A 091A: 85 CALT 008A ; "Clear A"
;A ==> (HL+)xB
CALT 9F 091B: 3D STAX H+
091C: 52 DCR B
091D: FD JR 091B
091E: 08 RET
------------------------------------------------------------
;Read Controller FF90-FF95
CALT 84 091F: 34 92 FF LXI H,FF92 ;Current joy storage
0922: 24 90 FF LXI D,FF90 ;Old joy storage
0925: 6A 01 MVI B,01 ;Copy 2 bytes from curr->old
0927: 95 CALT 00AA ; "((HL+) ==> (DE+))xB"
0928: 64 88 BF ANI PA,BF ;PA Bit 6 off
092B: 4C C2 MOV A,PC ;Get port C
092D: 16 FF XRI A,FF
092F: 1B MOV C,A
0930: 6A 40 MVI B,40 ;Debouncing delay
0932: 52 DCR B
0933: FE JR 0932
0934: 4C C2 MOV A,PC ;Get port C a 2nd time
0936: 16 FF XRI A,FF
0938: 60 FB EQA A,C ;Check if both reads are equal
093A: F4 JR 092F
093B: 64 98 40 ORI PA,40 ;PA Bit 6 on
093E: 07 03 ANI A,03
0940: 3C STAX D+ ;Save controller read in 92
0941: 0B MOV A,C
0942: 7C 72 CALF 0C72 ;RLR A x2
0944: 07 07 ANI A,07
0946: 3E STAX D- ;Save cont in 93
0947: 64 88 7F ANI PA,7F ;PA bit 7 off
094A: 4C C2 MOV A,PC ;Get other controller bits
094C: 16 FF XRI A,FF
094E: 1B MOV C,A
094F: 6A 40 MVI B,40 ;...and debounce
0951: 52 DCR B
0952: FE JR 0951
0953: 4C C2 MOV A,PC
0955: 16 FF XRI A,FF
0957: 60 FB EQA A,C ;...check again
0959: F4 JR 094E
095A: 64 98 80 ORI PA,80 ;PA bit 7 on
095D: 48 30 RAL
095F: 48 30 RAL
0961: 07 0C ANI A,0C
0963: 70 9A ORAX D ;Or with FF92
0965: 3C STAX D+ ;...and save
0966: 0B MOV A,C
0967: 48 30 RAL
0969: 07 38 ANI A,38
096B: 70 9A ORAX D ;Or with FF93
096D: 3E STAX D- ;...and save
096E: 34 90 FF LXI H,FF90 ;Get our new,old
0971: 14 94 FF LXI B,FF94
0974: 2D LDAX H+ ;And XOR to get controller strobe
0975: 70 94 XRAX D+ ;But this strobe function is stupid:
0977: 39 STAX B ;Bits go to 1 whenever the button is
0978: 12 INX B ;initially pressed AND released...
0979: 2B LDAX H
097A: 70 92 XRAX D
097C: 39 STAX B
097D: 08 RET
------------------------------------------------------------
;C258+ ==> C000+
CALT 90 097E: 7E 5E CALF 0E5E
0980: C3 JR 0984
;C000+ ==> C258+
CALT 8F 0981: 7E 5E CALF 0E5E
0983: 94 CALT 00A8 ; "XCHG HL,DE"
0984: 6B 02 MVI C,02
0986: 6A C7 MVI B,C7
0988: 95 CALT 00AA ; "((HL+) ==> (DE+))xB"
0989: 53 DCR C
098A: FB JR 0986
098B: 08 RET
------------------------------------------------------------
;Swap C258+ <==> C000+
CALT 8E 098C: 7E 5E CALF 0E5E
098E: 14 02 C7 LXI B,C702
0991: 48 1E PUSH B
0993: 97 CALT 00AE ; "((HL+) <==> (DE+))xB"
0994: 48 1F POP B
0996: 53 DCR C
0997: F9 JR 0991
0998: 08 RET
------------------------------------------------------------
;Set Dot; B,C = X-,Y-position
;(Oddly enough, this writes dots to the 2nd screen RAM area!)
CALT 98 0999: 48 1E PUSH B
099B: 7B F4 CALF 0BF4 ;Point to 2nd screen
099D: 48 1F POP B
099F: 0B MOV A,C
09A0: 07 07 ANI A,07
09A2: 1B MOV C,A
09A3: 85 CALT 008A ; "Clear A"
09A4: 48 2B STC
09A6: 48 30 RAL
09A8: 53 DCR C
09A9: FC JR 09A6
09AA: 70 9B ORAX H
09AC: D8 JR 09C5
------------------------------------------------------------
CALF 09AD: 75 D8 00 EQIW D8,00 ;"Invert Dot", then...
09B0: E8 JR 0999
;Clear Dot; B,C = X-,Y-position
CALT AD 09B1: 48 1E PUSH B
09B3: 7B F4 CALF 0BF4 ;Point to 2nd screen
09B5: 48 1F POP B
09B7: 0B MOV A,C
09B8: 07 07 ANI A,07
09BA: 1B MOV C,A
09BB: 69 FF MVI A,FF
09BD: 48 2A CLC
09BF: 48 30 RAL
09C1: 53 DCR C
09C2: FC JR 09BF
09C3: 70 8B ANAX H
09C5: 3B STAX H
09C6: 08 RET
------------------------------------------------------------
;[PC+2] Draw Horizontal Line
; 1st byte is the bit-pattern (of the 8-dot vertical "char" of the LCD)
; 2nd byte is the length: 00-7F draws black lines; 80-FF draws white lines
CALT 99 09C7: 48 2F POP D
09C9: 2C LDAX D+ ;SP+1
09CA: 1B MOV C,A
09CB: 2C LDAX D+ ;SP+2
09CC: 48 2E PUSH D
09CE: 1C MOV D,A
09CF: 07 7F ANI A,7F
09D1: 1A MOV B,A
09D2: 0C MOV A,D
09D3: 47 80 ONI A,80
09D5: C7 JR 09DD
09D6: 2B LDAX H
09D7: 60 8B ANA A,C
09D9: 3D STAX H+
09DA: 52 DCR B
09DB: FA JR 09D6
09DC: 08 RET
09DD: 2B LDAX H
09DE: 60 9B ORA A,C
09E0: 3D STAX H+
09E1: 52 DCR B
09E2: FA JR 09DD
09E3: 08 RET
------------------------------------------------------------
;[PC+3] Print Bytes on-Screen
;This prints bytes (pointed to by HL) as HEX anywhere on-screen.
;1st byte (after the call) is X-position, 2nd byte is Y-position.
;3rd byte sets a few options:
; bit: 76543210 S = write to screen 1/0
; SFbbN### F = Use 5x8 / 5x5 font
; bb = blank space between digits (0..3)
; N = start at right nybble (LSB) /
; start at left nybble (MSB) (more desirable)
; ### = 1..8 nybbles to write
;
CALT 9A 09E4: 48 2F POP D
09E6: 2C LDAX D+
09E7: 1A MOV B,A
09E8: 38 9B STAW 9B
09EA: 2C LDAX D+
09EB: 1B MOV C,A
09EC: 07 07 ANI A,07
09EE: 38 9C STAW 9C
09F0: 2C LDAX D+
09F1: 48 2E PUSH D
09F3: 38 9D STAW 9D
09F5: 07 07 ANI A,07
09F7: 41 INR A
09F8: 48 1E PUSH B
09FA: 38 98 STAW 98
09FC: 24 A8 FF LXI D,FFA8
09FF: 70 2E C0 FF SDED FFC0
0A03: 1A MOV B,A
0A04: 6B 40 MVI C,40
0A06: 45 9D 40 ONIW 9D,40
0A09: 6B 10 MVI C,10
0A0B: 45 9D 08 ONIW 9D,08
0A0E: CA JR 0A19
0A0F: 52 DCR B
0A10: C1 JR 0A12
0A11: D1 JR 0A23
0A12: 2B LDAX H
0A13: A0 CALT 00C0 ; "(RLR A)x4"
0A14: 07 0F ANI A,0F
0A16: 60 9B ORA A,C
0A18: 3C STAX D+
0A19: 52 DCR B
0A1A: C1 JR 0A1C
0A1B: C7 JR 0A23
0A1C: 2D LDAX H+
0A1D: 07 0F ANI A,0F
0A1F: 60 9B ORA A,C
0A21: 3C STAX D+
0A22: EC JR 0A0F
0A23: 48 1F POP B
0A25: 05 9D BF ANIW 9D,BF
0A28: D9 JR 0A42
-----------------------------------------------------------
;[PC+3] Print Text on-Screen
;This prints a text string (pointed to by HL) anywhere on-screen.
;1st byte (after the call) is X-position, 2nd byte is Y-position.
;3rd byte sets a few options:
; bit: 76543210 S = write to screen 1/0
; Sbbb#### bbb = blank space between digits (0..7)
; #### = 1..F nybbles to write
;
CALT 9B 0A29: 48 2F POP D
0A2B: 2C LDAX D+
0A2C: 1A MOV B,A
0A2D: 38 9B STAW 9B
0A2F: 2C LDAX D+
0A30: 1B MOV C,A ;Save X,Y position in BC
0A31: 07 07 ANI A,07
0A33: 38 9C STAW 9C
0A35: 2C LDAX D+
0A36: 48 2E PUSH D
0A38: 38 9D STAW 9D
0A3A: 07 0F ANI A,0F ;Get # of characters to write
0A3C: 70 3E C0 FF SHLD FFC0
0A40: 38 98 STAW 98 ;# saved in 98
0A42: 28 9D LDAW 9D
0A44: 47 80 ONI A,80 ;Check if 0 (2nd screen) or 1 (1st screen)
0A46: C2 JR 0A49
0A47: 9D CALT 00BA ; "Set HL to screen (B,C)"
0A48: C2 JR 0A4B
0A49: 7B F4 CALF 0BF4 ;This points to Sc 1
0A4B: 70 7B C6 FF MOV FFC6,C
0A4F: 70 3E C2 FF SHLD FFC2
0A53: 24 4B 00 LXI D,004B
0A56: 8B CALT 0096 ; "HL <== HL+DE"
0A57: 70 3E C4 FF SHLD FFC4
0A5B: 28 9D LDAW 9D
0A5D: A0 CALT 00C0 ; "(RLR A)x4"
0A5E: 07 07 ANI A,07 ;Get text spacing (0-7)
0A60: 38 9D STAW 9D ;Save in 9D
;--
0A62: 30 98 DCRW 98 ;The loop starts here
0A64: C1 JR 0A66
0A65: 08 RET
0A66: 45 C6 FF ONIW C6,FF
0A69: DB JR 0A85
0A6A: 70 3F C2 FF LHLD FFC2
0A6E: 70 3E C7 FF SHLD FFC7
0A72: 24 B0 FF LXI D,FFB0
0A75: 6A 04 MVI B,04
0A77: 7B D3 CALF 0BD3
0A79: 57 80 OFFI A,80
0A7B: C9 JR 0A85
0A7C: 70 2F 9D FF LDED FF9D
0A80: 8D CALT 009A ; "HL <== HL+E"
0A81: 70 3E C2 FF SHLD FFC2
0A85: 70 3F C4 FF LHLD FFC4
0A89: 70 3E C9 FF SHLD FFC9
0A8D: 24 B5 FF LXI D,FFB5
0A90: 6A 04 MVI B,04
0A92: 7B D3 CALF 0BD3 ;Copy B*A bytes?
0A94: 57 80 OFFI A,80
0A96: C9 JR 0AA0
0A97: 70 2F 9D FF LDED FF9D
0A9B: 8D CALT 009A ; "HL <== HL+E"
0A9C: 70 3E C4 FF SHLD FFC4
0AA0: 70 6A 9C FF MOV B,FF9C
0AA4: 85 CALT 008A ; "Clear A"
0AA5: 52 DCR B
0AA6: C1 JR 0AA8
0AA7: C5 JR 0AAD
0AA8: 48 2B STC
0AAA: 48 30 RAL
0AAC: F8 JR 0AA5
0AAD: 48 0E PUSH V
0AAF: 1B MOV C,A
0AB0: 7E 6A CALF 0E6A ;(FFB0 -> HL)
0AB2: 6A 04 MVI B,04
0AB4: 2B LDAX H
0AB5: 60 8B ANA A,C
0AB7: 3D STAX H+
0AB8: 52 DCR B
0AB9: FA JR 0AB4
0ABA: 48 0F POP V
0ABC: 16 FF XRI A,FF
0ABE: 1B MOV C,A
0ABF: 6A 04 MVI B,04
0AC1: 2B LDAX H
0AC2: 60 8B ANA A,C
0AC4: 3D STAX H+
0AC5: 52 DCR B
0AC6: FA JR 0AC1
0AC7: 70 3F C0 FF LHLD FFC0
0ACB: 2D LDAX H+
0ACC: 70 3E C0 FF SHLD FFC0
0AD0: 9C CALT 00B8 ;Byte -> Point to Font Graphic
0AD1: 24 B0 FF LXI D,FFB0
0AD4: 14 B5 FF LXI B,FFB5
0AD7: 69 04 MVI A,04
0AD9: 15 80 08 ORIW 80,08
0ADC: 7C 31 CALF 0C31 ;Roll graphics a bit (shift up/dn)
0ADE: 45 C6 FF ONIW C6,FF
0AE1: CD JR 0AEF
0AE2: 70 2F C7 FF LDED FFC7
0AE6: 7E 6A CALF 0E6A ;(FFB0 -> HL)
0AE8: 6A 04 MVI B,04
0AEA: 15 80 10 ORIW 80,10
0AED: 7B D3 CALF 0BD3 ;Copy B*A bytes?
0AEF: 55 C6 08 OFFIW C6,08
0AF2: CE JR 0B01
0AF3: 70 2F C9 FF LDED FFC9
0AF7: 34 B5 FF LXI H,FFB5
0AFA: 6A 04 MVI B,04
0AFC: 15 80 10 ORIW 80,10
0AFF: 7B D3 CALF 0BD3 ;Copy B*A bytes?
0B01: 28 9B LDAW 9B
0B03: 46 05 ADI A,05
0B05: 1A MOV B,A
0B06: 28 9D LDAW 9D
0B08: 60 C2 ADD A,B
0B0A: 38 9B STAW 9B
0B0C: 4F 54 JRE 0A62
------------------------------------------------------------
;Byte -> Point to Font Graphic
CALT 9C 0B0E: 37 64 LTI A,64 ;If it's greater than 64, use cart font
0B10: C4 JR 0B15 ;or...
0B11: 24 C4 02 LXI D,02C4 ;Point to built-in font
0B14: C6 JR 0B1B
0B15: 70 2F 05 40 LDED 4005 ;4005-6 on cart is the font pointer
0B19: 66 64 SUI A,64
0B1B: 70 2E 96 FF SDED FF96
0B1F: 1B MOV C,A
0B20: 07 0F ANI A,0F
0B22: 6D 05 MVI E,05
0B24: 93 CALT 00A6 ; "Add A to "Pointer""
0B25: 48 3E PUSH H
0B27: 0B MOV A,C
0B28: A0 CALT 00C0 ; "(RLR A)x4"
0B29: 07 0F ANI A,0F
0B2B: 6D 50 MVI E,50
0B2D: 93 CALT 00A6 ; "Add A to "Pointer""
0B2E: 48 2F POP D
0B30: 8B CALT 0096 ; "HL <== HL+DE"
0B31: 70 2F 96 FF LDED FF96
0B35: 8B CALT 0096 ; "HL <== HL+DE"
0B36: 08 RET
------------------------------------------------------------
;?? (Move some RAM around...)
CALT 92 0B37: 34 91 C5 LXI H,C591
0B3A: 6A 0B MVI B,0B
0B3C: 48 3E PUSH H
0B3E: 48 1E PUSH B
0B40: 7B 4C CALF 0B4C
0B42: 48 1F POP B
0B44: 48 3F POP H
0B46: 33 DCX H
0B47: 33 DCX H
0B48: 33 DCX H
0B49: 52 DCR B
0B4A: F1 JR 0B3C
0B4B: 08 RET
------------------------------------------------------------
CALF 0B4C: 2D LDAX H+
0B4D: 38 9B STAW 9B
0B4F: 1A MOV B,A
0B50: 46 07 ADI A,07
0B52: 37 53 LTI A,53
0B54: 08 RET
0B55: 2D LDAX H+
0B56: 1B MOV C,A
0B57: 07 07 ANI A,07
0B59: 38 9C STAW 9C
0B5B: 0B MOV A,C
0B5C: 46 07 ADI A,07
0B5E: 37 47 LTI A,47
0B60: 08 RET
0B61: 2B LDAX H
0B62: 38 9D STAW 9D
0B64: 37 0C LTI A,0C
0B66: 08 RET
0B67: 9D CALT 00BA ; "Set HL to screen (B,C)"
0B68: 70 3E 9E FF SHLD FF9E
0B6C: 0E MOV A,H
0B6D: 47 40 ONI A,40
0B6F: C5 JR 0B75
0B70: 24 B0 FF LXI D,FFB0
0B73: 7B D1 CALF 0BD1
0B75: 70 3F 9E FF LHLD FF9E
0B79: 24 4B 00 LXI D,004B
0B7C: 8B CALT 0096 ; "HL <== HL+DE"
0B7D: 48 3E PUSH H
0B7F: 24 B8 FF LXI D,FFB8
0B82: 7B D1 CALF 0BD1
0B84: 7E 6A CALF 0E6A
0B86: 24 C0 FF LXI D,FFC0
0B89: 6A 0F MVI B,0F
0B8B: 95 CALT 00AA ; "((HL+) ==> (DE+))xB"
0B8C: 28 9D LDAW 9D
0B8E: 9E CALT 00BC ; "HL=C4B0+(A*$10)"
0B8F: 24 B0 FF LXI D,FFB0
0B92: 14 B8 FF LXI B,FFB8
0B95: 7C 2F CALF 0C2F
0B97: 48 3E PUSH H
0B99: 7E 6A CALF 0E6A
0B9B: 24 C0 FF LXI D,FFC0
0B9E: 6A 0F MVI B,0F
0BA0: 2B LDAX H
0BA1: 70 94 XRAX D+
0BA3: 3D STAX H+
0BA4: 52 DCR B
0BA5: FA JR 0BA0
0BA6: 48 3F POP H
0BA8: 15 80 08 ORIW 80,08
0BAB: 24 B0 FF LXI D,FFB0
0BAE: 14 B8 FF LXI B,FFB8
0BB1: 7C 2F CALF 0C2F
0BB3: 70 2F 9E FF LDED FF9E
0BB7: 0C MOV A,D
0BB8: 47 40 ONI A,40
0BBA: C7 JR 0BC2
0BBB: 7E 6A CALF 0E6A
0BBD: 15 80 10 ORIW 80,10
0BC0: 7B D1 CALF 0BD1
0BC2: 48 2F POP D
0BC4: 34 A8 3D LXI H,3DA8
0BC7: 8B CALT 0096 ; "HL <== HL+DE"
0BC8: 48 1A SKN CY
0BCA: 08 RET
0BCB: 34 B8 FF LXI H,FFB8
0BCE: 15 80 10 ORIW 80,10
;--
0BD1: 6A 07 MVI B,07
0BD3: 28 9B LDAW 9B
0BD5: 57 80 OFFI A,80
0BD7: CA JR 0BE2
0BD8: 37 4B LTI A,4B
0BDA: D2 JR 0BED
0BDB: 48 0E PUSH V
0BDD: 2D LDAX H+
0BDE: 3C STAX D+
0BDF: 48 0F POP V
0BE1: C7 JR 0BE9
0BE2: 45 80 10 ONIW 80,10
0BE5: C2 JR 0BE8
0BE6: 32 INX H
0BE7: C1 JR 0BE9
0BE8: 22 INX D
0BE9: 41 INR A
0BEA: 00 NOP
0BEB: 52 DCR B
0BEC: E8 JR 0BD5
0BED: 05 80 EF ANIW 80,EF
0BF0: 08 RET
------------------------------------------------------------
;Set HL to screen (B,C)
CALT 9D 0BF1: 34 B5 BF LXI H,BFB5 ;Point before Sc. RAM
0BF4: 34 0D C2 LXI H,C20D ;Point before Sc.2 RAM
0BF7: 6D 4B MVI E,4B
0BF9: 0B MOV A,C
0BFA: 6B 00 MVI C,00
0BFC: 46 08 ADI A,08
0BFE: 36 08 SUINB A,08
0C00: C7 JR 0C08
0C01: 48 0E PUSH V
0C03: 8D CALT 009A ; "HL <== HL+E"
0C04: 48 0F POP V
0C06: 43 INR C
0C07: F6 JR 0BFE
0C08: 0A MOV A,B
0C09: 57 80 OFFI A,80
0C0B: 08 RET
0C0C: 1D MOV E,A
0C0D: CA JR 0C18
------------------------------------------------------------
;[PC+1] HL +- byte
CALT 8C 0C0E: 48 2F POP D
0C10: 2C LDAX D+ ;Get byte after PC
0C11: 48 2E PUSH D
0C13: 1D MOV E,A
0C14: 37 80 LTI A,80 ;Add or subtract that byte
0C16: 69 FF MVI A,FF
;HL <== HL+E
CALT 8D 0C18: 69 00 MVI A,00
0C1A: 1C MOV D,A
;HL <== HL+DE
CALT 8B 0C1B: 0D MOV A,E
0C1C: 60 C7 ADD A,L
0C1E: 1F MOV L,A
0C1F: 0C MOV A,D
0C20: 60 D6 ADC A,H
0C22: 1E MOV H,A
0C23: 08 RET
------------------------------------------------------------
;HL=C4B0+(A*$10)
CALT 9E 0C24: 34 B0 C4 LXI H,C4B0
0C27: 6D 10 MVI E,10
0C29: 1A MOV B,A
0C2A: 52 DCR B
0C2B: C1 JR 0C2D
0C2C: 08 RET
0C2D: 8D CALT 009A ; "HL <== HL+E"
0C2E: FB JR 0C2A
------------------------------------------------------------
CALF 0C2F: 69 07 MVI A,07
0C31: 38 96 STAW 96
0C33: 28 9C LDAW 9C
0C35: 38 97 STAW 97
0C37: 48 1E PUSH B
0C39: 6B 00 MVI C,00
0C3B: 2D LDAX H+
0C3C: 30 97 DCRW 97
0C3E: C1 JR 0C40
0C3F: CD JR 0C4D
0C40: 48 2A CLC
0C42: 48 30 RAL
0C44: 48 0E PUSH V
0C46: 0B MOV A,C
0C47: 48 30 RAL
0C49: 1B MOV C,A
0C4A: 48 0F POP V
0C4C: EF JR 0C3C
0C4D: 45 80 08 ONIW 80,08
0C50: C3 JR 0C54
0C51: 70 9A ORAX D
0C53: C2 JR 0C56
0C54: 70 8A ANAX D
0C56: 3A STAX D
0C57: 0B MOV A,C
0C58: 48 1F POP B
0C5A: 45 80 08 ONIW 80,08
0C5D: C3 JR 0C61
0C5E: 70 99 ORAX B
0C60: C2 JR 0C63
0C61: 70 89 ANAX B
0C63: 39 STAX B
0C64: 12 INX B
0C65: 22 INX D
0C66: 30 96 DCRW 96
0C68: 4F C9 JRE 0C33
0C6A: 05 80 F7 ANIW 80,F7
0C6D: 08 RET
------------------------------------------------------------
;(RLR A)x4 (Divides A by 16)
CALT A0 0C6E: 48 31 RLR
0C70: 48 31 RLR
CALF 0C72: 48 31 RLR
0C74: 48 31 RLR
0C76: 08 RET
------------------------------------------------------------
CALF 0C77: 6D 3C MVI E,3C ; 60 decimal...
0C79: 8D CALT 009A ; "HL <== HL+E"
0C7A: 08 RET
------------------------------------------------------------
CALF 0C7B: 34 4D 05 LXI H,054D ;"PUZZLE"
0C7E: 9B CALT 00B6 ; "[PC+3] Print Text on-Screen"
0C7F: 03 00 16 .DB $03,$00,$16
0C82: 7E 67 CALF 0E67 ;(C7F2 -> HL)
0C84: 69 01 MVI A,01
0C86: 38 83 STAW 83
0C88: 2D LDAX H+
0C89: 48 3E PUSH H
0C8B: 67 FF NEI A,FF ;If it's a terminator, loop
0C8D: 4E 27 JRE 0CB6
0C8F: 9C CALT 00B8 ;Byte -> Point to Font Graphic
0C90: 94 CALT 00A8 ; "XCHG HL,DE"
0C91: 28 83 LDAW 83
0C93: 7C BF CALF 0CBF ;(Scroll text)
0C95: 48 2E PUSH D
0C97: 6D 51 MVI E,51
0C99: 8D CALT 009A ; "HL <== HL+E"
0C9A: 48 2F POP D
0C9C: 6A 04 MVI B,04
0C9E: 2C LDAX D+
0C9F: 48 30 RAL
0CA1: 3D STAX H+
0CA2: 52 DCR B
0CA3: FA JR 0C9E
0CA4: 20 83 INRW 83
0CA6: 48 3F POP H
0CA8: 75 83 0D EQIW 83,0D
0CAB: 4F DB JRE 0C88
0CAD: 34 FF C7 LXI H,C7FF
0CB0: 2B LDAX H
0CB1: 7E 3B CALF 0E3B ;Scroll text; XOR RAM
0CB3: 90 CALT 00A0 ; "C258+ ==> C000+"
0CB4: 81 CALT 0082 ;Copy Screen RAM to LCD Driver
0CB5: 08 RET
------------------------------------------------------------
0CB6: 70 69 83 FF MOV A,FF83 ;A "LDAW 83" would've been faster here...
0CBA: 70 79 FF C7 MOV C7FF,A
0CBE: E5 JR 0CA4
------------------------------------------------------------
CALF 0CBF: 37 09 LTI A,09
0CC1: D0 JR 0CD2
0CC2: 37 05 LTI A,05
0CC4: D3 JR 0CD8
0CC5: 34 D8 C2 LXI H,C2D8
0CC8: 67 04 NEI A,04
0CCA: 08 RET
0CCB: 6A 0F MVI B,0F
0CCD: 33 DCX H
0CCE: 52 DCR B
0CCF: FD JR 0CCD
0CD0: 41 INR A
0CD1: F6 JR 0CC8
0CD2: 34 04 C4 LXI H,C404
0CD5: 66 08 SUI A,08
0CD7: F0 JR 0CC8
------------------------------------------------------------
0CD8: 34 6E C3 LXI H,C36E
0CDB: 66 04 SUI A,04
0CDD: EA JR 0CC8
------------------------------------------------------------
0CDE: 34 B8 04 LXI H,04B8 ;Point to scroll text
0CE1: D8 JR 0CFA
------------------------------------------------------------
CALF ;Slide the top line for the scroller.
0CE2: 20 82 INRW 82
0CE4: 00 NOP
0CE5: 34 5B C2 LXI H,C25B
0CE8: 24 58 C2 LXI D,C258
0CEB: 6A 47 MVI B,47
0CED: 95 CALT 00AA ; "((HL+) ==> (DE+))xB"
0CEE: 55 82 01 OFFIW 82,01
0CF1: C4 JR 0CF6
0CF2: 34 A3 FF LXI H,FFA3
0CF5: D6 JR 0D0C
0CF6: 70 3F D6 FF LHLD FFD6
0CFA: 2D LDAX H+
0CFB: 67 FF NEI A,FF ;If terminator...
0CFD: E0 JR 0CDE ;...reset scroll
0CFE: 70 3E D6 FF SHLD FFD6
0D02: 9C CALT 00B8 ;Byte -> Point to Font Graphic
0D03: 6A 04 MVI B,04 ;(5 pixels wide)
0D05: 24 A0 FF LXI D,FFA0
0D08: 95 CALT 00AA ; "((HL+) ==> (DE+))xB"
0D09: 34 A0 FF LXI H,FFA0 ;First copy it to RAM...
0D0C: 24 A0 C2 LXI D,C2A0 ;Then put it on screen, 3 pixels at a time.
0D0F: 6A 02 MVI B,02
;((HL+) ==> (DE+))xB
CALT 95 0D11: 2D LDAX H+
0D12: 3C STAX D+
0D13: 52 DCR B
0D14: FC JR 0D11
0D15: 08 RET
------------------------------------------------------------
0D16: 20 DA INRW DA
0D18: 34 DA FF LXI H,FFDA
0D1B: 2B LDAX H
0D1C: 38 D0 STAW D0
0D1E: C4 JR 0D23
;Draw a spiral dot-by-dot
CALF 0D1F: 65 D0 FF NEIW D0,FF
0D22: F3 JR 0D16
0D23: 28 D1 LDAW D1 ;This stores the direction
0D25: 67 00 NEI A,00 ;that the spiral draws in...
0D27: DE JR 0D46
0D28: 70 1F D2 FF LBCD FFD2
0D2C: 67 01 NEI A,01
0D2E: 4E 22 JRE 0D52
0D30: 67 02 NEI A,02
0D32: 4E 23 JRE 0D57
0D34: 67 03 NEI A,03
0D36: 4E 24 JRE 0D5C
0D38: 52 DCR B
0D39: 0A MOV A,B
0D3A: 38 D3 STAW D3
0D3C: 79 AD CALF 09AD ;Draw a dot on-screen
0D3E: 30 D0 DCRW D0 ;Decrement length counter...
0D40: 08 RET
0D41: 69 01 MVI A,01 ;If zero, turn corners
0D43: 38 D1 STAW D1
0D45: 08 RET
------------------------------------------------------------
0D46: 14 24 25 LXI B,2524
0D49: 70 1E D2 FF SBCD FFD2
0D4D: 79 AD CALF 09AD
0D4F: 20 D1 INRW D1
0D51: 08 RET
0D52: 53 DCR C
0D53: 0B MOV A,C
0D54: 38 D2 STAW D2
0D56: C9 JR 0D60
------------------------------------------------------------
0D57: 42 INR B
0D58: 0A MOV A,B
0D59: 38 D3 STAW D3
0D5B: C4 JR 0D60
------------------------------------------------------------
0D5C: 43 INR C
0D5D: 0B MOV A,C
0D5E: 38 D2 STAW D2
0D60: 79 AD CALF 09AD
0D62: 30 D0 DCRW D0
0D64: 08 RET
0D65: 20 D1 INRW D1
0D67: 08 RET
------------------------------------------------------------
;Draw a thick black frame around the screen
CALF 0D68: 34 A3 C2 LXI H,C2A3 ;Point to 2nd screen
0D6B: 69 FF MVI A,FF ;Black character
0D6D: 6A 05 MVI B,05 ;Write 6 characters
0D6F: 9F CALT 00BE ; "A ==> (HL+)xB"
0D70: 69 1F MVI A,1F ;Then a char with 5 upper dots filled
0D72: 6A 3E MVI B,3E ;Times 63
0D74: 9F CALT 00BE ; "A ==> (HL+)xB"
0D75: 6B 04 MVI C,04
0D77: 6A 0B MVI B,0B
0D79: 69 FF MVI A,FF
0D7B: 9F CALT 00BE ; "A ==> (HL+)xB"
0D7C: 85 CALT 008A ; "Clear A"
0D7D: 6A 3E MVI B,3E
0D7F: 9F CALT 00BE ; "A ==> (HL+)xB"
0D80: 53 DCR C
0D81: F5 JR 0D77
0D82: 69 FF MVI A,FF
0D84: 6A 0B MVI B,0B
0D86: 9F CALT 00BE ; "A ==> (HL+)xB"
0D87: 69 F0 MVI A,F0
0D89: 6A 3E MVI B,3E
0D8B: 9F CALT 00BE ; "A ==> (HL+)xB"
0D8C: 69 FF MVI A,FF
0D8E: 6A 05 MVI B,05
0D90: 9F CALT 00BE ; "A ==> (HL+)xB"
0D91: 08 RET
------------------------------------------------------------
;This draws the puzzle grid, I think...
CALF 0D92: 65 D5 00 NEIW D5,00
0D95: CC JR 0DA2
0D96: 65 D5 01 NEIW D5,01
0D99: CB JR 0DA5
0D9A: 75 D5 02 EQIW D5,02
0D9D: 4E 24 JRE 0DC3
0D9F: 34 D8 C2 LXI H,C2D8
0DA2: 34 B8 C2 LXI H,C2B8
0DA5: 34 C8 C2 LXI H,C2C8
0DA8: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0DA9: F0 00 DB $F0,$00
0DAB: 6A 04 MVI B,04
0DAD: 48 1E PUSH B
0DAF: 6D 4A MVI E,4A
0DB1: 8D CALT 009A ; "HL <== HL+E"
0DB2: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0DB3: FF 00 DB $FF,$00
0DB5: 48 1F POP B
0DB7: 52 DCR B
0DB8: F4 JR 0DAD
0DB9: 6D 4A MVI E,4A
0DBB: 8D CALT 009A ; "HL <== HL+E"
0DBC: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0DBD: 1F 00 DB $1F,00
0DBF: 20 D5 INRW D5
0DC1: 4F CF JRE 0D92
0DC3: 34 3E C3 LXI H,C33E
0DC6: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0DC7: 10 40 DB $10,$40
0DC9: 34 D4 C3 LXI H,C3D4
0DCC: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0DCD: 10 40 DB $10,$40
0DCF: 85 CALT 008A ; "Clear A"
0DD0: 38 D5 STAW D5
0DD2: 08 RET
------------------------------------------------------------
0DD3: 67 01 NEI A,01
0DD5: D8 JR 0DEE
0DD6: 67 04 NEI A,04
0DD8: 4E 22 JRE 0DFC
0DDA: 67 02 NEI A,02
0DDC: 4E 2C JRE 0E0A
0DDE: 70 69 FF C7 MOV A,C7FF ;More puzzle grid drawing, probably...
0DE2: 07 03 ANI A,03
0DE4: 67 01 NEI A,01
0DE6: 18 RETS
0DE7: 14 FF 12 LXI B,12FF
0DEA: 15 A2 FF ORIW A2,FF
0DED: CD JR 0DFB
------------------------------------------------------------
0DEE: 70 69 FF C7 MOV A,C7FF
0DF2: 37 09 LTI A,09
0DF4: 18 RETS
0DF5: 14 04 0D LXI B,0D04
0DF8: 05 A2 00 ANIW A2,00
0DFB: DB JR 0E17
------------------------------------------------------------
0DFC: 70 69 FF C7 MOV A,C7FF
0E00: 27 04 GTI A,04
0E02: 18 RETS
0E03: 14 FC 0F LXI B,0FFC
0E06: 05 A2 00 ANIW A2,00
0E09: CD JR 0E17
------------------------------------------------------------
0E0A: 70 69 FF C7 MOV A,C7FF
0E0E: 47 03 ONI A,03
0E10: 18 RETS
0E11: 14 01 11 LXI B,1101
0E14: 15 A2 FF ORIW A2,FF
0E17: 70 69 FF C7 MOV A,C7FF
0E1B: 1D MOV E,A
0E1C: 70 79 FE C7 MOV C7FE,A
0E20: 60 C3 ADD A,C
0E22: 1C MOV D,A
0E23: 70 79 FF C7 MOV C7FF,A
0E27: 34 F1 C7 LXI H,C7F1
0E2A: 0C MOV A,D
0E2B: 51 DCR A
0E2C: C1 JR 0E2E
0E2D: C2 JR 0E30
0E2E: 32 INX H
0E2F: FB JR 0E2B
0E30: 0D MOV A,E
0E31: 24 F1 C7 LXI D,C7F1
0E34: 51 DCR A
0E35: C3 JR 0E39
0E36: 54 F8 08 JMP 08F8
0E39: 22 INX D
0E3A: F9 JR 0E34
------------------------------------------------------------
CALF 0E3B: 7C BF CALF 0CBF
0E3D: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0E3E: F0 10 DB $F0,$10
0E40: 6D 3A MVI E,3A
0E42: 8D CALT 009A ; "HL <== HL+E"
0E43: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0E44: FF 10 DB $FF,$10
0E46: 6D 3A MVI E,3A
0E48: 8D CALT 009A ; "HL <== HL+E"
0E49: 99 CALT 00B2 ; "[PC+2] Draw Horizontal Line"
0E4A: 1F 10 DB $1F,$10
0E4C: 08 RET
------------------------------------------------------------
; Turns on a hardware timer
CALF 0E4D: 48 24 DI
0E4F: 69 07 MVI A,07
0E51: 4D C9 MOV TMM,A
0E53: 69 74 MVI A,74
0E55: 4D C6 MOV T0,A
0E57: 05 80 FC ANIW 80,FC
0E5A: 19 STM
0E5B: 48 20 EI
0E5D: 08 RET
------------------------------------------------------------
; Loads (DE/)HL with various common addresses
CALF 0E5E: 24 00 C0 LXI D,C000
0E61: 34 58 C2 LXI H,C258
CALF 0E64: 34 EC 04 LXI H,04EC
CALF 0E67: 34 F2 C7 LXI H,C7F2
CALF 0E6A: 34 B0 FF LXI H,FFB0
0E6D: 08 RET
------------------------------------------------------------
;[PC+1] ?? (Unpack 8 bytes -> 64 bytes (Twice!))
CALT A8 0E6E: 48 3F POP H
0E70: 2D LDAX H+
0E71: 48 3E PUSH H
0E73: 9E CALT 00BC ; "HL=C4B0+(A*$10)"
0E74: 94 CALT 00A8 ; "XCHG HL,DE"
0E75: 44 78 0E CALL 0E78 ;This call means the next code runs twice
0E78: 6A 07 MVI B,7
0E7A: 6B 07 MVI C,7
0E7C: 7E 6A CALF 0E6A ;(FFB0->HL)
0E7E: 2A LDAX D ;In this loop, the byte at (FFB0)
0E7F: 48 30 RAL ;Has its bits split up into 8 bytes
0E81: 48 0E PUSH V ;And this loop runs 8 times...
0E83: 2B LDAX H
0E84: 48 31 RLR
0E86: 3D STAX H+
0E87: 48 0F POP V
0E89: 53 DCR C
0E8A: F4 JR 0E7F
0E8B: 22 INX D
0E8C: 52 DCR B
0E8D: EC JR 0E7A
0E8E: 48 2E PUSH D
0E90: 33 DCX H
0E91: 23 DCX D
0E92: 6A 07 MVI B,7
0E94: 96 CALT 00AC ; "((HL-) ==> (DE-))xB"
0E95: 48 2F POP D
0E97: 08 RET
------------------------------------------------------------
;[PC+1] ?? (Unpack & Roll 8 bits)
CALT A9 0E98: 48 3F POP H
0E9A: 2D LDAX H+
0E9B: 48 3E PUSH H
0E9D: 48 0E PUSH V
0E9F: 7E 73 CALF 0E73
0EA1: 48 0F POP V
0EA3: C5 JR 0EA9
-----------------------------------------------------------
;[PC+1] ?? (Roll 8 bits -> Byte?)
CALT AA 0EA4: 48 3F POP H
0EA6: 2D LDAX H+
0EA7: 48 3E PUSH H
0EA9: 9E CALT 00BC ; "HL=C4B0+(A*$10)"
0EAA: 24 BF FF LXI D,FFBF
0EAD: 94 CALT 00A8 ; "XCHG HL,DE"
0EAE: 48 2E PUSH D
0EB0: 6B 0F MVI C,0F
0EB2: 6A 07 MVI B,8-1
0EB4: 2A LDAX D
0EB5: 48 30 RAL
0EB7: 48 0E PUSH V
0EB9: 2B LDAX H
0EBA: 48 31 RLR
0EBC: 3B STAX H
0EBD: 48 0F POP V
0EBF: 52 DCR B
0EC0: F4 JR 0EB5
0EC1: 33 DCX H
0EC2: 22 INX D
0EC3: 53 DCR C
0EC4: ED JR 0EB2
0EC5: 48 2F POP D
0EC7: 34 B8 FF LXI H,FFB8
0ECA: 7E CE CALF 0ECE
0ECC: 7E 6A CALF 0E6A
CALF 0ECE: 6A 07 MVI B,8-1
0ED0: 95 CALT 00AA ; "((HL+) ==> (DE+))xB"
0ED1: 08 RET
------------------------------------------------------------
;[PC+x] ?? (Add/Sub multiple bytes)
CALT AB 0ED2: 48 3F POP H
0ED4: 2D LDAX H+
0ED5: 48 3E PUSH H
0ED7: 1A MOV B,A
0ED8: 07 0F ANI A,0F
0EDA: 38 96 STAW 96
0EDC: 0A MOV A,B
0EDD: A0 CALT 00C0 ; "(RLR A)x4"
0EDE: 07 0F ANI A,0F
0EE0: 37 0D LTI A,0D
0EE2: 08 RET
0EE3: 38 97 STAW 97
0EE5: 30 97 DCRW 97
0EE7: C8 JR 0EF0 ;Based on 97, jump to cart (4007)!
0EE8: 91 CALT 00A2 ; "CALT A0, CALT A4"
0EE9: 48 1F POP B
0EEB: 70 1F 07 40 LBCD 4007 ;Read vector from $4007 on cart, however...
0EEF: 73 JB ;...all 5 Pokekon games have "0000" there!
0EF0: 48 3F POP H
0EF2: 2D LDAX H+
0EF3: 48 3E PUSH H
0EF5: 38 98 STAW 98
0EF7: 07 0F ANI A,0F
0EF9: 37 0C LTI A,0C
0EFB: E9 JR 0EE5
0EFC: 34 6E C5 LXI H,C56E
0EFF: 32 INX H
0F00: 32 INX H
0F01: 32 INX H
0F02: 51 DCR A
0F03: FB JR 0EFF
0F04: 24 96 FF LXI D,FF96
0F07: 45 98 80 ONIW 98,80
0F0A: C5 JR 0F10
0F0B: 2B LDAX H
0F0C: 70 E2 SUBX D
0F0E: 3B STAX H
0F0F: C8 JR 0F18
0F10: 45 98 40 ONIW 98,40
0F13: C4 JR 0F18
0F14: 2B LDAX H
0F15: 70 C2 ADDX D
0F17: 3B STAX H
0F18: 33 DCX H
0F19: 45 98 10 ONIW 98,10
0F1C: C6 JR 0F23
0F1D: 2B LDAX H
0F1E: 70 C2 ADDX D
0F20: 3B STAX H
0F21: 4F C2 JRE 0EE5
0F23: 45 98 20 ONIW 98,20
0F26: FA JR 0F21
0F27: 2B LDAX H
0F28: 70 E2 SUBX D
0F2A: 3B STAX H
0F2B: F5 JR 0F21
------------------------------------------------------------
;Invert Screen RAM (C000~)
CALT A6 0F2C: 34 00 C0 LXI H,C000
;Invert Screen 2 RAM (C258~)
CALT A7 0F2F: 34 58 C2 LXI H,C258
0F32: 6B 02 MVI C,02
0F34: 6A C7 MVI B,C7
0F36: 7F 3B CALF 0F3B
0F38: 53 DCR C
0F39: FA JR 0F34
0F3A: 08 RET
------------------------------------------------------------
;Invert bytes xB
CALF 0F3B: 2B LDAX H
0F3C: 16 FF XRI A,FF
0F3E: 3D STAX H+
0F3F: 52 DCR B
0F40: FA JR 0F3B
0F41: 08 RET
------------------------------------------------------------
;[PC+1] Invert 8 bytes at (C4B8+A*$10)
CALT A5 0F42: 48 3F POP H
0F44: 2D LDAX H+
0F45: 48 3E PUSH H
0F47: 37 0C LTI A,0C
0F49: 08 RET
0F4A: 9E CALT 00BC ; "HL=C4B0+(A*$10)"
0F4B: 6D 08 MVI E,08
0F4D: 8D CALT 009A ; "HL <== HL+E"
0F4E: 6A 07 MVI B,07
0F50: EA JR 0F3B
------------------------------------------------------------
;for the addition routine below...
0F51: 0E MOV A,H
0F52: 38 B0 STAW B0
0F54: 0F MOV A,L
0F55: 38 B1 STAW B1
0F57: 34 B1 FF LXI H,FFB1
0F5A: 28 96 LDAW 96
0F5C: D0 JR 0F6D
------------------------------------------------------------
;[PC+1] 8~32-bit Add/Subtract (dec/hex)
;Source pointed to by HL & DE. Extra byte sets a few options:
; bit: 76543210 B = 0/1: Work in decimal (BCD) / regular Hex
; BA2211HD A = 0/1: Add / Subtract numbers
; 22 = byte length of (HL)
; 11 = byte length of (DE)
; H = 1: HL gets bytes from $FFB1
; D = 1: DE gets bytes from $FFA2
CALT A4 0F5D: 48 1F POP B
0F5F: 29 LDAX B
0F60: 12 INX B
0F61: 48 1E PUSH B
0F63: 38 96 STAW 96 ;Get extra byte, keep in 96
0F65: 57 01 OFFI A,01 ;If set, load from $FFA2 instead
0F67: 24 A2 FF LXI D,FFA2
0F6A: 57 02 OFFI A,02 ;If set, load from $FFB1
0F6C: E4 JR 0F51
0F6D: 7C 72 CALF 0C72 ;"RLR A" x2
0F6F: 1A MOV B,A ;Get our length bits (8-32 bits)
0F70: 07 03 ANI A,03
0F72: 1B MOV C,A
0F73: 0A MOV A,B
0F74: 7C 72 CALF 0C72 ;"RLR A" x2
0F76: 07 03 ANI A,03
0F78: 1A MOV B,A
0F79: 45 96 40 ONIW 96,40 ;Do we subtract instead of add?
0F7C: C6 JR 0F83
0F7D: 45 96 80 ONIW 96,80 ;Do we work in binary-coded decimal?
0F80: D8 JR 0F99
0F81: 4E 2D JRE 0FB0
0F83: 45 96 80 ONIW 96,80
0F86: 4E 39 JRE 0FC1
0F88: 48 2A CLC
0F8A: 2A LDAX D
0F8B: 70 D3 ADCX H ;Add HL-,DE-
0F8D: 3A STAX D
0F8E: 52 DCR B
0F8F: C1 JR 0F91
0F90: 08 RET
0F91: 23 DCX D
0F92: 53 DCR C
0F93: C3 JR 0F97
0F94: 7F D3 CALF 0FD3 ;Clear C,HL
0F96: F3 JR 0F8A
0F97: 33 DCX H
0F98: F1 JR 0F8A
0F99: 48 2B STC
0F9B: 69 99 MVI A,99
0F9D: 56 00 ACI A,00
0F9F: 70 E3 SUBX H
0FA1: 70 C2 ADDX D
0FA3: 61 DAA
0FA4: 3A STAX D
0FA5: 52 DCR B
0FA6: C1 JR 0FA8
0FA7: 08 RET
0FA8: 23 DCX D
0FA9: 53 DCR C
0FAA: C3 JR 0FAE
0FAB: 7F D3 CALF 0FD3
0FAD: ED JR 0F9B
0FAE: 33 DCX H
0FAF: EB JR 0F9B
;-----
0FB0: 48 2A CLC
0FB2: 2A LDAX D
0FB3: 70 F3 SBBX H
0FB5: 3A STAX D
0FB6: 52 DCR B
0FB7: C1 JR 0FB9
0FB8: 08 RET
0FB9: 23 DCX D
0FBA: 53 DCR C
0FBB: C3 JR 0FBF
0FBC: 7F D3 CALF 0FD3
0FBE: F3 JR 0FB2
0FBF: 33 DCX H
0FC0: F1 JR 0FB2
;------
0FC1: 48 2A CLC
0FC3: 2A LDAX D
0FC4: 70 D3 ADCX H
0FC6: 61 DAA
0FC7: 3A STAX D
0FC8: 52 DCR B
0FC9: C1 JR 0FCB
0FCA: 08 RET
0FCB: 23 DCX D
0FCC: 53 DCR C
0FCD: C3 JR 0FD1
0FCE: 7F D3 CALF 0FD3
0FD0: F2 JR 0FC3
0FD1: 33 DCX H
0FD2: F0 JR 0FC3
------------------------------------------------------------
;Clear C,HL (for the add/sub routine above)
CALF 0FD3: 6B 00 MVI C,00
0FD5: 34 00 00 LXI H,0000
0FD8: 08 RET
------------------------------------------------------------
;[PC+1] INC/DEC Range of bytes from (HL)
;Extra byte's high bit sets Inc/Dec; rest is the byte counter.
CALT AC 0FD9: 48 1F POP B
0FDB: 29 LDAX B
0FDC: 12 INX B
0FDD: 48 1E PUSH B
0FDF: 1A MOV B,A
0FE0: 47 80 ONI A,80 ;do we Dec?
0FE2: CE JR 0FF1
0FE3: 07 7F ANI A,7F ;Counter can be 00-7F
0FE5: 1A MOV B,A
0FE6: 2B LDAX H ;Load a byte
0FE7: 66 01 SUI A,01 ;Decrement it
0FE9: 3F STAX H-
0FEA: 48 1A SKN CY ;Quit our function if any byte= -1!
0FEC: C1 JR 0FEE
0FED: 08 RET
0FEE: 52 DCR B
0FEF: F6 JR 0FE6
0FF0: 08 RET
0FF1: 2B LDAX H ;or Load a byte
0FF2: 46 01 ADI A,01 ;Add 1
0FF4: 3F STAX H-
0FF5: 48 1A SKN CY ;Quit if any byte overflows!
0FF7: C1 JR 0FF9
0FF8: 08 RET
0FF9: 52 DCR B
0FFA: F6 JR 0FF1
0FFB: 08 RET ;What a weird way to end a BIOS...
------------------------------------------------------------
0FFC: 00 00 00 00 DB 0,0,0,0 ;Unused bytes (and who could blame 'em?)
EOF!
-----------------------------------------------------------
uCOM-87 Instruction set (uPD7800,uPD7801,uPD78C06)
-----------------------------------------------------------
xx = Data (Byte)
aa = Address (Byte)
wa = Offset (Byte) Offset to V (vector "page" register)
bbaa = Address (Word)
NOTES by Chris C: (May or may not be correct...)
-----------------
On the uPD78C06, the V register is hardwired to #$FF.
Several instructions (somewhat ambiguously) enable a skip condition,
meaning that the instruction (of any byte length) following it will be
skipped if a condition was met:
/C = skip if Carry
/NC = skip if No Carry
/B = skip if Borrow
/NB = skip if No Borrow
/Z = skip if Zero
/NZ = skip if Non-Zero
RETS skips the instruction directly following its return point.
A few instructions identified by (1),(2) skip all identical instructions
following them. In other words, if there are three "LXI H,bbaa" instructions
in a row, only the data in the first LXI H instruction gets loaded into HL.
This is one quick way to load different data into A, L, or HL depending on
which point of execution the program jumps into, and then to end up at a
common destination (ie: using the data in A, L, HL.)
The NEC uPD78C06 PDF notes the above, but not very well.
00 NOP
01 HLT
02 INX SP
03 DCX SP
04 aa bb LXI SP,bbaa
05 wa xx ANIW wa,xx
06 ----
07 xx ANI A,xx
08 RET
09 SIO
0A MOV A,B
0B MOV A,C
0C MOV A,D
0D MOV A,E
0E MOV A,H
0F MOV A,L
12 INX B (BC)
13 DCX B (BC)
14 aa bb LXI B,bbaa
15 wa xx ORIW wa,xx
16 xx XRI A,xx
17 xx ORI A,xx
18 RETS /
19 STM
1A MOV B,A
1B MOV C,A
1C MOV D,A
1D MOV E,A
1E MOV H,A
1F MOV L,A
20 wa INRW wa /C
22 INX D (DE)
23 DCX D (DE)
24 aa bb LXI D,bbaa
25 wa xx GTIW wa,xx /NB
26 xx ADINC A,xx /NC
27 xx GTI A,xx /NB
28 wa LDAW wa
29 LDAX B (BC)
2A LDAX D (DE)
2B LDAX H (HL)
2C LDAX D+ (DE)
2D LDAX H+ (HL)
2E LDAX D- (DE)
2F LDAX H- (HL)
30 wa DCRW wa /B
32 INX H (HL)
33 DCX H (HL)
34 aa bb LXI H,bbaa (2)
35 wa xx LTIW wa,xx /B
36 xx SUINB A,xx /NB
37 xx LTI A,xx /B
38 wa STAW wa
39 STAX B (BC)
3A STAX D (DE)
3B STAX H (HL)
3C STAX D+ (DE)
3D STAX H+ (HL)
3E STAX D- (DE)
3F STAX H- (HL)
40 ---
41 INR A /C
42 INR B /C
43 INR C /C
44 aa bb CALL bbaa
45 wa xx ONIW wa,xx /NZ
46 xx ADI A,xx
47 xx ONI A,xx /NZ
48 0E PUSH V
48 0F POP V
48 10 SKNIT F0 /NF0
48 11 SKNIT FT /NFT
48 12 SKNIT F1 /NF1
48 13 SKNIT F2 /NF2
48 14 SKNIT FS /NFS
48 1A SKN CY /NC
48 1C SKN Z /NZ
48 1E PUSH B (BC)
48 1F POP B (BC)
48 20 EI
48 24 DI
48 2A CLC
48 2B STC
48 2D PEX
48 2E PUSH D (DE)
48 2F POP D (DE)
48 30 RAL
48 31 RAR
48 38 RLD
48 39 RRD
48 3C PER
48 3E PUSH H (HL)
48 3F POP H (HL)
4C C0 MOV A,PA
4C C1 MOV A,PB
4C C2 MOV A,PC
4C C3 MOV A,MK
4C C4 MOV A,MB
4C C5 MOV A,MC
4C C6 MOV A,TM0
4C C7 MOV A,TM1
4C C8 MOV A,S
4C C9 MOV A,TMM
4D C0 MOV PA,A
4D C1 MOV PB,A
4D C2 MOV PC,A
4D C3 MOV MK,A
4D C4 MOV MB,A
4D C5 MOV MC,A
4D C6 MOV TM0,A
4D C7 MOV TM1,A
4D C8 MOV S,A
4D C9 MOV TMM,A
4E xx JRE +offset xx
4F xx JRE -offset (-xx)
50 ---
51 DCR A /B
52 DCR B /B
53 DCR C /B
54 aa bb JMP bbaa
55 wa xx OFFIW wa,xx /Z
56 xx ACI xx
57 xx OFFI A,xx /Z
60 08-0F ANA r,A (r = V,A,B,C,D,E,H,L)
60 10-17 XRA r,A
60 18-1F ORA r,A
60 20-27 ADDNC r,A /NC
60 28-2F GTA r,A /NB
60 30-37 SUBNB r,A /NB
60 38-3F LTA r,A /B
60 40-47 ADD r,A
60 50-57 ADC r,A
60 60-67 SUB r,A
60 68-6F NEA r,A /NZ
60 70-77 SBB r,A
60 78-7F EQA r,A /Z
60 88-8F ANA A,r
60 90-97 XRA A,r
60 98-9F ORA A,r
60 A0-A7 ADDNC A,r /NC
60 A8-AF GTA A,r /NB
60 B0-B7 SUBNB A,r /NB
60 B8-BF LTA A,r /B
60 C0-C7 ADD A,r
60 D0-D7 ADC A,r
60 E0-E7 SUB A,r
60 E8-EF NEA A,r /NZ
60 F0-F7 SBB A,r
60 F8-FF EQA A,r /Z
61 DAA
62 RETI
64 08-0F xx ANI r,xx (r = V,A,B,C,D,E,H,L)
64 10-17 xx XRI r,xx
64 18-1F xx ORI r,xx
64 20-27 xx ADINC r,xx /NC
64 28-2F xx GTI r,xx /NB
64 30-37 xx SUINB r,xx /NB
64 38-3F xx LTI r,xx /B
64 40-47 xx ADI r,xx
64 48-4F xx ONI r,xx /NZ
64 50-57 xx ACI r,xx
64 58-5F xx OFFI r,xx /Z
64 60-67 xx SUI r,xx
64 68-6F xx NEI r,xx /NZ
64 70-77 xx SBI r,xx
64 78-7F xx EQI r,xx /Z
64 88-8B xx ANI r,xx (r = PA,PB,PC,MK)
64 98-9B xx ORI r,xx
64 C8-CB xx ONI r,xx /NZ
64 D8-DB xx OFFI r,xx /Z
65 wa xx NEIW wa,xx /NZ
66 xx SUI A,xx
67 xx NEI A,xx /NZ
69 xx MVI A,xx (1)
6A xx MVI B,xx
6B xx MVI C,xx
6C xx MVI D,xx
6D xx MVI E,xx
6E xx MVI H,xx
6F xx MVI L,xx (2)
70 0E aa bb SSPD bbaa
70 0F aa bb LSPD bbaa
70 1E aa bb SBCD bbaa
70 1F aa bb LBCD bbaa
70 2E aa bb SDED bbaa
70 2F aa bb LDED bbaa
70 3E aa bb SHLD bbaa
70 3F aa bb LHLD bbaa
70 68 aa bb MOV V,bbaa
70 69 aa bb MOV A,bbaa
70 6A aa bb MOV B,bbaa
70 6B aa bb MOV C,bbaa
70 6C aa bb MOV D,bbaa
70 6D aa bb MOV E,bbaa
70 6E aa bb MOV H,bbaa
70 6F aa bb MOV L,bbaa
70 78 aa bb MOV aabb,V
70 79 aa bb MOV aabb,A
70 7A aa bb MOV aabb,B
70 7B aa bb MOV aabb,C
70 7C aa bb MOV aabb,D
70 7D aa bb MOV aabb,E
70 7E aa bb MOV aabb,H
70 7F aa bb MOV aabb,L
70 89-8F ANAX rpa (rpa = B,D,H,D+,H+,D-,H-)
70 91-97 XRAX rpa
70 99-9F ORAX rpa
70 A1-A7 ADDNCX rpa /NC
70 A9-AF GTAX rpa /NB
70 B1-B7 SUBNBX rpa /NB
70 B9-BF LTAX rpa /B
70 C1-C7 ADDX rpa
70 C9-CF ONAX rpa /NZ
70 D1-D7 ADCX rpa
70 D9-DF OFFAX rpa /Z
70 E1-E7 SUBX rpa
70 EA-EF NEAX rpa /NZ
70 F1-F7 SBBX rpa
70 F9-FF EQAX rpa /Z
73 JB
75 wa xx EQIW wa,xx /Z
76 xx SBI A,xx
77 xx EQI A,xx /Z
78 aa...7F aa CALF (Opcode minus $70)aa
80 CALT 0080
81 CALT 0082
.
.
BE CALT 00FC
BF CALT 00FE
C0...DF JR +offset (Opcode minus $C0)
E0...FF JR -offset (-(Opcode minus $E0))
-----------------------------------------------------------
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