package script import ( "fmt" ) var InstrMap map[byte]*Instruction func init() { InstrMap = make(map[byte]*Instruction) for _, i := range Instructions { InstrMap[i.Opcode] = i } } var Instructions []*Instruction = []*Instruction{ &Instruction{ 0x80, 0, 0, 0, false, "play_beep"}, &Instruction{ 0x81, 0, 0, 0, false, "halt"}, &Instruction{ 0x82, 0, 0, 0, false, "tape_nmi_shenanigans"}, &Instruction{ 0x83, 0, 0, 0, false, "tape_wait"}, // Jump to the inline word, in the VM &Instruction{ 0x84, 0, 2, 0, false, "jump_abs"}, // Call a routine at the inline word, in the VM &Instruction{ 0x85, 0, 2, 0, false, "call_abs"}, // Return from a previous call &Instruction{ 0x86, 0, 0, 0, false, "return"}, &Instruction{ 0x87, 0, 0, 0, false, "loop"}, &Instruction{ 0x88, 0, 0, 0, false, "play_sound"}, &Instruction{ 0x89, 3, 0, 0, false, ""}, &Instruction{ 0x8A, 0, 2, 0, false, "pop_string_to_addr"}, &Instruction{ 0x8B, 1, 0, 0, false, ""}, &Instruction{ 0x8C, 0, 0, 1, false, "string_length"}, &Instruction{ 0x8D, 0, 0, 1, false, "string_to_int"}, &Instruction{ 0x8E, 0, 0, 16, false, "string_concat"}, &Instruction{ 0x8F, 0, 0, 1, false, "strings_equal"}, &Instruction{ 0x90, 0, 0, 1, false, "strings_not_equal"}, &Instruction{ 0x91, 0, 0, 1, false, "string_less_than"}, &Instruction{ 0x92, 0, 0, 1, false, "string_less_than_equal"}, &Instruction{ 0x93, 0, 0, 1, false, "string_greater_than_equal"}, &Instruction{ 0x94, 0, 0, 1, false, "string_greater_than"}, // Sets some tape NMI stuff if the byte at $0740 is not zero. // Will call 0x82 tape_nmi_shenanigans if $0740 != 0 &Instruction{ 0x95, 1, 0, 0, false, "tape_nmi_shenigans_set"}, &Instruction{ 0x96, 0, 2, 0, true, "set_word_4E"}, &Instruction{ 0x97, 2, 0, 0, false, ""}, &Instruction{ 0x98, 1, 0, 0, false, ""}, &Instruction{ 0x99, 1, 0, 0, false, ""}, &Instruction{ 0x9A, 0, 0, 0, false, ""}, &Instruction{ 0x9B, 0, 0, 0, false, "halt"}, &Instruction{ 0x9C, 0, 0, 0, false, "toggle_44FE"}, &Instruction{ 0x9D, 2, 0, 0, false, "something_tape"}, // Calls 0xEB draw_overlay. Draws the whole screen from data previously // loaded from the tape. &Instruction{ 0x9E, 2, 0, 0, false, "draw_and_show_screen"}, &Instruction{ 0x9F, 6, 0, 0, false, ""}, &Instruction{ 0xA0, 2, 0, 1, false, ""}, &Instruction{ 0xA1, 1, 0, 0, false, ""}, &Instruction{ 0xA2, 1, 0, 0, false, "buffer_palette"}, // Possibly a sprite setup routine. loads up some CHR data and some palette // data. &Instruction{ 0xA3, 1, 0, 0, false, "sprite_setup"}, &Instruction{ 0xA4, 3, 0, 0, false, ""}, &Instruction{ 0xA5, 1, 0, 0, false, "set_470A"}, &Instruction{ 0xA6, 1, 0, 0, false, "set_470B"}, // jump to the inline address, in assembly, not in the VM // (built-in ACE, lmao) // Will not jump to anything at or above $8000 or below $5000. // Addresses in $5000-$5FFF use $470A as the bank ID // Addresses in $6000-$7FFF use $470B as the bank ID &Instruction{ 0xA7, 0, 0, 0, false, "call_asm"}, &Instruction{ 0xA8, 5, 0, 0, false, ""}, &Instruction{ 0xA9, 1, 0, 0, false, ""}, &Instruction{ 0xAA, 1, 0, 0, false, ""}, &Instruction{ 0xAB, 1, 0, 0, false, "long_call"}, &Instruction{ 0xAC, 0, 0, 0, false, "long_return"}, &Instruction{ 0xAD, 1, 0, 1, false, "absolute"}, &Instruction{ 0xAE, 1, 0, 1, false, "compare"}, &Instruction{ 0xAF, 0, 0, 1, false, ""}, &Instruction{ 0xB0, 1, 0, 16, false, ""}, &Instruction{ 0xB1, 1, 0, 16, false, "to_hex_string"}, &Instruction{ 0xB2, 0, 0, 1, false, ""}, &Instruction{ 0xB3, 7, 0, 0, false, ""}, // possible 16-bit inline? &Instruction{ 0xB4, 0, 0, 0, false, ""}, &Instruction{ 0xB5, 0, 0, 0, false, ""}, &Instruction{ 0xB6, 0, 0, 0, false, ""}, // Uses the inline word as a pointer, and pushes the byte value at that // address to the stack. &Instruction{ 0xB7, 0, 2, 0, false, "deref_ptr_inline"}, // Pushes the inline word to the stack &Instruction{ 0xB8, 0, 2, 0, true, "push_word"}, &Instruction{ 0xB9, 0, 2, 0, false, "push_word_indexed"}, &Instruction{ 0xBA, 0, 2, 0, false, "push"}, &Instruction{ 0xBB, 0, -1, 0, false, "push_data"}, &Instruction{ 0xBC, 0, 2, 0, false, "push_string_from_table"}, // Pops a byte off the stack and stores it at the inline address. &Instruction{ 0xBD, 0, 2, 0, false, "pop_into"}, &Instruction{ 0xBE, 0, 2, 0, false, "write_to_table"}, &Instruction{ 0xBF, 0, 2, 0, false, "jump_not_zero"}, // One byte off stack; jumps to inline if byte is zero &Instruction{ 0xC0, 1, 2, 0, false, "jump_zero"}, &Instruction{ 0xC1, 1, -2, 0, false, "jump_switch"}, &Instruction{ 0xC2, 1, 0, 1, false, "equals_zero"}, &Instruction{ 0xC3, 2, 0, 1, false, "and_a_b"}, &Instruction{ 0xC4, 2, 0, 1, false, "or_a_b"}, &Instruction{ 0xC5, 2, 0, 1, false, "equal"}, // Two bytes off stack; result pushed back; 1 if A == B, 0 if A != B &Instruction{ 0xC6, 2, 0, 1, false, "not_equal"}, &Instruction{ 0xC7, 2, 0, 1, false, "less_than"}, &Instruction{ 0xC8, 2, 0, 1, false, "less_than_equal"}, &Instruction{ 0xC9, 2, 0, 1, false, "greater_than"}, &Instruction{ 0xCA, 2, 0, 1, false, "greater_than_equal"}, &Instruction{ 0xCB, 2, 0, 1, false, "sum"}, &Instruction{ 0xCC, 2, 0, 1, false, "subtract"}, &Instruction{ 0xCD, 2, 0, 1, false, "multiply"}, &Instruction{ 0xCE, 2, 0, 1, false, "signed_divide"}, &Instruction{ 0xCF, 1, 0, 1, false, "negate"}, &Instruction{ 0xD0, 1, 0, 1, false, "modulus"}, &Instruction{ 0xD1, 2, 0, 1, false, "expansion_controller"}, &Instruction{ 0xD2, 2, 0, 1, false, ""}, &Instruction{ 0xD3, 2, 0, 16, false, ""}, &Instruction{ 0xD4, 3, 0, 0, false, "set_cursor_location"}, // Wait for ArgA itterations. "itterations" is undefined as of now. (data from tape?) &Instruction{ 0xD5, 1, 0, 0, false, "wait_for_tape"}, &Instruction{ 0xD6, 1, 0, 16, false, "truncate_string"}, &Instruction{ 0xD7, 1, 0, 16, false, "trim_string"}, &Instruction{ 0xD8, 1, 0, 16, false, "trim_string_start"}, &Instruction{ 0xD9, 2, 0, 16, false, "trim_string_start"}, &Instruction{ 0xDA, 1, 0, 16, false, "to_int_string"}, &Instruction{ 0xDB, 3, 0, 0, false, ""}, &Instruction{ 0xDC, 5, 0, 0, false, ""}, // ArgA, ArgB: X,Y of corner A // ArgC, ArgD: X,Y of corner B // ArgE: fill value. This is an index into // the table at $B451. // Fills a box with a tile &Instruction{ 0xDD, 5, 0, 0, false, "fill_box"}, &Instruction{ 0xDE, 3, 0, 0, false, ""}, &Instruction{ 0xDF, 3, 0, 0, false, ""}, // Divide and return remainder &Instruction{ 0xE0, 2, 0, 1, false, "modulo"}, &Instruction{ 0xE1, 4, 0, 0, false, ""}, &Instruction{ 0xE2, 7, 0, 0, false, "setup_sprite"}, // Pops a word off the stack, uses it as a pointer, and pushes the byte // value at that address to the stack. &Instruction{ 0xE3, 1, 0, 1, false, "deref_ptr_stack"}, &Instruction{ 0xE4, 2, 0, 0, false, "swap_ram_bank"}, &Instruction{ 0xE5, 1, 0, 0, false, "disable_sprite"}, // Will call 0x82 tape_nmi_shenanigans if $0740 != 0 &Instruction{ 0xE6, 1, 0, 0, false, "tape_nmi_setup"}, &Instruction{ 0xE7, 7, 0, 0, false, "draw_metasprite"}, &Instruction{ 0xE8, 1, 0, 0, false, "setup_tape_nmi"}, &Instruction{ 0xE9, 0, 1, 0, false, "setup_loop"}, &Instruction{ 0xEA, 0, 0, 0, false, "string_write_to_table"}, // Reads and saves tiles from the PPU, then draws over them. // This is used to draw dialog boxes, so saving what it overwrites // so it can re-draw them later makes sense. // Not sure what the arguments actually mean. // ArgB and ArgC are probably coordinates. &Instruction{ 0xEB, 4, 0, 0, false, "draw_overlay"}, &Instruction{ 0xEC, 2, 0, 0, false, "scroll"}, &Instruction{ 0xED, 1, 0, 0, false, "disable_sprites"}, &Instruction{ 0xEE, 1, -3, 0, false, "call_switch"}, &Instruction{ 0xEF, 6, 0, 0, false, ""}, &Instruction{ 0xF0, 0, 0, 0, false, "disable_sprites"}, &Instruction{ 0xF1, 4, 0, 0, false, ""}, &Instruction{ 0xF2, 0, 0, 0, false, "halt"}, &Instruction{ 0xF3, 0, 0, 0, false, "halt"}, &Instruction{ 0xF4, 0, 0, 16, false, "halt"}, &Instruction{ 0xF5, 1, 0, 1, false, "halt"}, &Instruction{ 0xF6, 1, 0, 0, false, "halt"}, &Instruction{ 0xF7, 0, 0, 0, false, "halt"}, &Instruction{ 0xF8, 2, 0, 0, false, "halt"}, &Instruction{ 0xF9, 0, 0, 1, false, ""}, &Instruction{ 0xFA, 0, 0, 1, false, ""}, &Instruction{ 0xFB, 1, 0, 0, false, "jump_arg_a"}, &Instruction{ 0xFC, 2, 0, 1, false, ""}, &Instruction{ 0xFD, 0, 0, 16, false, "halt"}, &Instruction{ 0xFE, 4, 2, 0, false, "draw_rom_char"}, // code handler is $FFFF &Instruction{ 0xFF, 0, 0, 0, false, "break_engine"}, } type Instruction struct { Opcode byte ArgCount int // stack arguments OpCount int // inline operands. length in bytes. // -1: nul-terminated // -2: first byte is count, followed by that number of words // -3: like -2, but with no default. code continues after list on OOB RetCount int // return count InlineImmediate bool // don't turn the inline value into a variable Name string } func (i Instruction) String() string { if i.Name != "" { //return fmt.Sprintf("$%02X_%s", i.Opcode, i.Name) return i.Name } return fmt.Sprintf("unknown_0x%02X", i.Opcode) //return "unknown" }