diff --git a/src/mame/etc/jalmah.x68 b/src/mame/etc/jalmah.x68 index 9a77df83024..3615bf9bbf8 100644 --- a/src/mame/etc/jalmah.x68 +++ b/src/mame/etc/jalmah.x68 @@ -14,64 +14,61 @@ START: ORG $0 ; palette code snippet (test mode & gameplay) move.w #$1, $80016.l ; set priority number (for urashima) - move.w #$f, D0 + move.w #$f, D0 ; set loop 1 FetchNewPalette: - move.l A0, $100400.l - movea.l (A0), A0 - move.w #$f, D1 - bsr UploadPaletteChunk - movea.l $100400.l, A0 + move.l A0, $100400.l ; save address to our local buffer (address currently points to an index of actual palette to transfer) + movea.l (A0), A0 ; read ROM location for the actual palette source + move.w #$f, D1 ; set loop 2 variable + bsr UploadPaletteChunk ; jump to uploading routine + movea.l $100400.l, A0 ; restore address index, increment by next address adda.w #$4, A0 dbra D0, FetchNewPalette rts UploadPaletteChunk: - move.w (A0)+, (A1)+ + move.w (A0)+, (A1)+ ; copy palette source in ROM to palette RAM dbra D1, UploadPaletteChunk rts ORG $0800 ; sound code snippet -; move.w #$0, $8001a.l -; move.w $f0b80.l, $80018.l -; move.w $100ffc.l, $80018.l -; move.w $100ffe.l, $8001a.l - movem.l D1, -(A7) - move.w D0, D1 - ror.w #$8, D1 - and.w #$f, D1 + movem.l D1, -(A7) + move.w D0, D1 ; D0 is raw sound command, low byte is command number, everything else is banking and probably voice channel (unhandled) + ror.w #$8, D1 + and.w #$f, D1 ; take D1 as raw banking number bsr CheckSoundZA bsr CheckSoundBank - move.w #$8, $80040.l + move.w #$8, $80040.l ; clear channel bsr SoundStatus - andi.w #$3f, D0 + andi.w #$3f, D0 ; take command number and write it to OKI port ori.w #$80, D0 move.w D0, $80040.l bsr SoundStatus - move.w #$10, $80040.l + move.w #$10, $80040.l ; play channel movem.l (A7)+, D1 rts SoundStatus: - movem.l D0, -(A7) + movem.l D0, -(A7) ReadStatus: - move.w $80040.l, D0 + move.w $80040.l, D0 ; check OKI voice status andi.w #$1,D0 bne ReadStatus movem.l (A7)+, D0 rts ; guess: special bits set in register D0 affect banking (oki can play up to 64 samples so bits 6 and 7 cannot be used) +; we simulate "ZA" writing but use the other bank register (jalmah can do both, cfr. ports $80018 and $8001a CheckSoundZA: - btst #$6, D0 ;urashima BGM at start of game + btst #$6, D0 ; urashima BGM at start of game beq NoZA1 - ror.w #$1, D1 + ror.w #$1, D1 ; shift one down rts NoZA1: - btst #$07, D0 ;mjzoomin BGM at start of game + btst #$07, D0 ; mjzoomin BGM at start of game beq NoZA2 - move.w #$8, D1 + move.w #$8, D1 ; hardcode to bank 3 NoZA2: rts CheckSoundBank: - cmpi.w #$1, D1 + cmpi.w #$1, D1 ; verify our raw D1 and set base bank accordingly beq SetBank0 cmpi.w #$2, D1 beq SetBank1 @@ -91,29 +88,29 @@ SetBank2: ORG $1000 ; tile upload snippet TileUploadStart: - move.w (A2)+, (A1)+ + move.w (A2)+, (A1)+ ; just take A2 source (tiles) to A1 destination VRAM dbra D0, TileUploadStart rts ORG $1800 ; (another) palette code snippet movem.l D0-D7/A1-A6, -(A7) ; save stack (A0 intentionally updated by this snippet) - move.w #$f, D0 + move.w #$f, D0 ; what's the difference here? Same as above but no hardcoded priority? bsr FetchNewPalette movem.l (A7)+, D0-D7/A1-A6 rts ORG $2000 ; daireikai RNG snippet (guess) move.w D5, $100400.l - move.w $f000c.l, D5 - add.l D6, D5 + move.w $f000c.l, D5 ; take current RNG number + add.l D6, D5 ; add D6 andi.w #$3f, D5 - move.w D5, $f000c.l + move.w D5, $f000c.l ; round it move.w $100400.l, D5 rts ORG $2800 ; daireikai layer clearances movem.l D0-D7/A0-A6, -(A7) - lea $90000.l, A6 - move.w #$1fff, D1 + lea $90000.l, A6 ; layer 0 + move.w #$1fff, D1 move.w #$00ff, D0 bsr ClearLayer movem.l (A7)+, D0-D7/A0-A6 @@ -124,7 +121,7 @@ ClearLayer: rts ORG $2880 movem.l D0-D7/A0-A6, -(A7) - lea $94000.l, A6 + lea $94000.l, A6 ; layer 1 move.w #$1fff, D1 move.w #$00ff, D0 bsr ClearLayer @@ -132,7 +129,7 @@ ClearLayer: rts ORG $2900 movem.l D0-D7/A0-A6, -(A7) - lea $98000.l, A6 + lea $98000.l, A6 ; layer 2 move.w #$1fff, D1 move.w #$f0ff, D0 bsr ClearLayer @@ -143,6 +140,7 @@ ClearLayer: dc.w $ffff END START + *~Font name~Courier New~ *~Font size~10~ *~Tab type~1~