Name 0xA3 sprite_setup; Add some comments for documentation
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6c72977f17
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@ -17,8 +17,14 @@ var Instructions []*Instruction = []*Instruction{
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&Instruction{ 0x81, 0, 0, 0, "halt"},
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&Instruction{ 0x81, 0, 0, 0, "halt"},
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&Instruction{ 0x82, 0, 0, 0, "tape_nmi_shenanigans"},
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&Instruction{ 0x82, 0, 0, 0, "tape_nmi_shenanigans"},
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&Instruction{ 0x83, 0, 0, 0, "tape_wait"},
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&Instruction{ 0x83, 0, 0, 0, "tape_wait"},
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// Jump to the inline word, in the VM
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&Instruction{ 0x84, 0, 2, 0, "jump_abs"},
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&Instruction{ 0x84, 0, 2, 0, "jump_abs"},
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// Call a routine at the inline word, in the VM
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&Instruction{ 0x85, 0, 2, 0, "call_abs"},
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&Instruction{ 0x85, 0, 2, 0, "call_abs"},
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// Return from a previous call
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&Instruction{ 0x86, 0, 0, 0, "return"},
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&Instruction{ 0x86, 0, 0, 0, "return"},
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&Instruction{ 0x87, 0, 0, 0, "loop"},
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&Instruction{ 0x87, 0, 0, 0, "loop"},
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&Instruction{ 0x88, 0, 0, 0, "play_sound"},
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&Instruction{ 0x88, 0, 0, 0, "play_sound"},
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@ -35,7 +41,9 @@ var Instructions []*Instruction = []*Instruction{
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&Instruction{ 0x92, 0, 0, 1, "string_less_than_equal"},
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&Instruction{ 0x92, 0, 0, 1, "string_less_than_equal"},
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&Instruction{ 0x93, 0, 0, 1, "string_greater_than_equal"},
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&Instruction{ 0x93, 0, 0, 1, "string_greater_than_equal"},
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&Instruction{ 0x94, 0, 0, 1, "string_greater_than"},
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&Instruction{ 0x94, 0, 0, 1, "string_greater_than"},
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&Instruction{ 0x95, 1, 0, 0, ""},
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// Sets some tape NMI stuff if the byte at $0740 is not zero.
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&Instruction{ 0x95, 1, 0, 0, "tape_nmi_shenigans_set"},
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&Instruction{ 0x96, 0, 2, 0, "set_word_4E"},
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&Instruction{ 0x96, 0, 2, 0, "set_word_4E"},
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&Instruction{ 0x97, 2, 0, 0, ""},
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&Instruction{ 0x97, 2, 0, 0, ""},
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&Instruction{ 0x98, 1, 0, 0, ""},
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&Instruction{ 0x98, 1, 0, 0, ""},
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@ -50,11 +58,17 @@ var Instructions []*Instruction = []*Instruction{
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&Instruction{ 0xA0, 2, 0, 1, ""},
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&Instruction{ 0xA0, 2, 0, 1, ""},
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&Instruction{ 0xA1, 1, 0, 0, ""},
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&Instruction{ 0xA1, 1, 0, 0, ""},
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&Instruction{ 0xA2, 1, 0, 0, "buffer_palette"},
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&Instruction{ 0xA2, 1, 0, 0, "buffer_palette"},
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&Instruction{ 0xA3, 1, 0, 0, ""},
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// Possibly a sprite setup routine. loads up some CHR data and some palette
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// data.
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&Instruction{ 0xA3, 1, 0, 0, "sprite_setup"},
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&Instruction{ 0xA4, 3, 0, 0, ""},
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&Instruction{ 0xA4, 3, 0, 0, ""},
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&Instruction{ 0xA5, 1, 0, 0, "set_470A"},
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&Instruction{ 0xA5, 1, 0, 0, "set_470A"},
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&Instruction{ 0xA6, 1, 0, 0, "set_470B"},
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&Instruction{ 0xA6, 1, 0, 0, "set_470B"},
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&Instruction{ 0xA7, 0, 0, 0, "call_asm"}, // built-in ACE, lmao
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// jump to the inline address, in assembly, not in the VM
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// (built-in ACE, lmao)
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&Instruction{ 0xA7, 0, 0, 0, "call_asm"},
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&Instruction{ 0xA8, 5, 0, 0, ""},
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&Instruction{ 0xA8, 5, 0, 0, ""},
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&Instruction{ 0xA9, 1, 0, 0, ""},
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&Instruction{ 0xA9, 1, 0, 0, ""},
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&Instruction{ 0xAA, 1, 0, 0, ""},
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&Instruction{ 0xAA, 1, 0, 0, ""},
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@ -71,22 +85,32 @@ var Instructions []*Instruction = []*Instruction{
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&Instruction{ 0xB4, 0, 0, 0, ""},
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&Instruction{ 0xB4, 0, 0, 0, ""},
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&Instruction{ 0xB5, 0, 0, 0, ""},
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&Instruction{ 0xB5, 0, 0, 0, ""},
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&Instruction{ 0xB6, 0, 0, 0, ""},
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&Instruction{ 0xB6, 0, 0, 0, ""},
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&Instruction{ 0xB7, 0, 2, 0, "deref_ptr"},
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// Uses the inline word as a pointer, and pushes the byte value at that
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// address to the stack.
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&Instruction{ 0xB7, 0, 2, 0, "deref_ptr_inline"},
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// Pushes the inline word to the stack
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&Instruction{ 0xB8, 0, 2, 0, "push_word"},
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&Instruction{ 0xB8, 0, 2, 0, "push_word"},
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&Instruction{ 0xB9, 0, 2, 0, "push_word_indexed"},
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&Instruction{ 0xB9, 0, 2, 0, "push_word_indexed"},
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&Instruction{ 0xBA, 0, 2, 0, "push"},
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&Instruction{ 0xBA, 0, 2, 0, "push"},
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&Instruction{ 0xBB, 0, -1, 0, "push_data"},
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&Instruction{ 0xBB, 0, -1, 0, "push_data"},
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&Instruction{ 0xBC, 0, 2, 0, "push_string_from_table"},
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&Instruction{ 0xBC, 0, 2, 0, "push_string_from_table"},
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// Pops a byte off the stack and stores it at the inline address.
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&Instruction{ 0xBD, 0, 2, 0, "pop"},
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&Instruction{ 0xBD, 0, 2, 0, "pop"},
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&Instruction{ 0xBE, 0, 2, 0, "write_to_table"},
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&Instruction{ 0xBE, 0, 2, 0, "write_to_table"},
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&Instruction{ 0xBF, 0, 2, 0, "jump_not_zero"},
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&Instruction{ 0xBF, 0, 2, 0, "jump_not_zero"},
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// One byte off stack; jumps to inline if byte is zero
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&Instruction{ 0xC0, 1, 2, 0, "jump_zero"},
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&Instruction{ 0xC0, 1, 2, 0, "jump_zero"},
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&Instruction{ 0xC1, 1, -2, 0, "jump_switch"},
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&Instruction{ 0xC1, 1, -2, 0, "jump_switch"},
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&Instruction{ 0xC2, 1, 0, 1, "equals_zero"},
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&Instruction{ 0xC2, 1, 0, 1, "equals_zero"},
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&Instruction{ 0xC3, 2, 0, 1, "and_a_b"},
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&Instruction{ 0xC3, 2, 0, 1, "and_a_b"},
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&Instruction{ 0xC4, 2, 0, 1, "or_a_b"},
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&Instruction{ 0xC4, 2, 0, 1, "or_a_b"},
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&Instruction{ 0xC5, 2, 0, 1, "equal"},
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&Instruction{ 0xC5, 2, 0, 1, "equal"},
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// Two bytes off stack; result pushed back; 1 if A == B, 0 if A != B
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&Instruction{ 0xC6, 2, 0, 1, "not_equal"},
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&Instruction{ 0xC6, 2, 0, 1, "not_equal"},
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&Instruction{ 0xC7, 2, 0, 1, "less_than"},
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&Instruction{ 0xC7, 2, 0, 1, "less_than"},
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&Instruction{ 0xC8, 2, 0, 1, "less_than_equal"},
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&Instruction{ 0xC8, 2, 0, 1, "less_than_equal"},
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@ -118,7 +142,10 @@ var Instructions []*Instruction = []*Instruction{
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&Instruction{ 0xE0, 2, 0, 1, "signed_divide"},
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&Instruction{ 0xE0, 2, 0, 1, "signed_divide"},
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&Instruction{ 0xE1, 4, 0, 0, ""},
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&Instruction{ 0xE1, 4, 0, 0, ""},
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&Instruction{ 0xE2, 7, 0, 0, "setup_sprite"},
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&Instruction{ 0xE2, 7, 0, 0, "setup_sprite"},
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&Instruction{ 0xE3, 1, 0, 1, "get_byte_at_arg_a"},
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// Pops a word off the stack, uses it as a pointer, and pushes the byte
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// value at that address to the stack.
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&Instruction{ 0xE3, 1, 0, 1, "deref_ptr_stack"},
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&Instruction{ 0xE4, 2, 0, 0, "swap_ram_bank"},
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&Instruction{ 0xE4, 2, 0, 0, "swap_ram_bank"},
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&Instruction{ 0xE5, 1, 0, 0, "disable_sprite"},
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&Instruction{ 0xE5, 1, 0, 0, "disable_sprite"},
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&Instruction{ 0xE6, 1, 0, 0, "tape_nmi_setup"},
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&Instruction{ 0xE6, 1, 0, 0, "tape_nmi_setup"},
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@ -147,7 +174,9 @@ var Instructions []*Instruction = []*Instruction{
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&Instruction{ 0xFC, 2, 0, 1, ""},
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&Instruction{ 0xFC, 2, 0, 1, ""},
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&Instruction{ 0xFD, 0, 0, 16, "halt"},
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&Instruction{ 0xFD, 0, 0, 16, "halt"},
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&Instruction{ 0xFE, 4, 0, 0, ""},
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&Instruction{ 0xFE, 4, 0, 0, ""},
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&Instruction{ 0xFF, 0, 0, 0, "break_engine"}, // code handler is $FFFF
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// code handler is $FFFF
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&Instruction{ 0xFF, 0, 0, 0, "break_engine"},
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}
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}
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type Instruction struct {
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type Instruction struct {
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