Added static binary tools collection (originally in SVN archive)
This commit is contained in:
BIN
static/dasmx140/Checksum.exe
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static/dasmx140/Checksum.exe
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static/dasmx140/DASMx.htm
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static/dasmx140/DASMx.htm
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static/dasmx140/DASMx.pdf
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static/dasmx140/DASMx.pdf
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static/dasmx140/Dasmx.exe
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static/dasmx140/Dasmx.exe
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static/dasmx140/examples/ebcgame.sym
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static/dasmx140/examples/ebcgame.sym
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;
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; Symbol file for Bally Game CPU
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; ==============================
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;
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; Eight Ball Champ game ROM (U3)
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; ==============================
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;
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; Peter J.C.Clare, 9th January 2000
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;
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;=============================================================================
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;
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; Symbol file syntax
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; ~~~~~~~~~~~~~~~~~~
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;
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; A symbol file may contain the following commands:
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;
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; Define the CPU type
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; cpu 6800 | 6801 | 6802 | 6803 | 6808 | 6809
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;
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; Define a symbol corresponding to a value (usually an address)
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; symbol <value> <name>
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;
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; Define a location that contains a word pointing to a code entry
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; (for example, the reset entry point)
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; vector <address> <vector name> [<destination name>]
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;
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; Define a table of vectors (i.e. a jump table) of length <count>
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; Each vector will be used as a code entry point if threading is used.
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; vectab <address> <name> [<count>]
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;
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; Define a code entry point (for code threading)
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; code <address> [<name>]
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;
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; Define a single data byte, or <count> length array of bytes
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; byte <address> <name> [<count>]
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;
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; Define a single data word, or <count> length array of words
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; word <address> <name> [<count>]
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;
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; Define a table of addresses, which point to data, of length <count>
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; addrtab <address> <name> [<count>]
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;
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; Define a single data character, or <count> length string of chars
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; string <address> <name> [<count>]
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;
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;
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; All commands must occupy a single line. Blank lines are ignored.
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; The ';' character starts a comment - all remaining characters on a
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; a line are ignored. Number values may be given in decimal (default),
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; octal or hex using standard C conventions (e.g. 0x prefix for hex).
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;
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; The rest of this file serves as a practical example of how these
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; commands may be used.
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;
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;=============================================================================
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;
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; General 6803 definitions
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;
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cpu 6803
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symbol 0x0000 ioPort1ddr
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symbol 0x0001 ioPort2ddr
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symbol 0x0002 ioPort1data
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symbol 0x0003 ioPort2data
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symbol 0x0008 timerCSR
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symbol 0x0009 timerHigh
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symbol 0x000A timerLow
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symbol 0x000B ocrHigh
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symbol 0x000C ocrLow
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symbol 0x000D icrHigh
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symbol 0x000E icrLow
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symbol 0x0010 sciModeControl
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symbol 0x0011 sciTRCS
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symbol 0x0012 sciRxData
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symbol 0x0013 sciTxData
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symbol 0x0014 ramControl
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vector 0xFFF0 sci_vector sci_entry
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vector 0xFFF2 tof_vector tof_entry
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vector 0xFFF4 ocf_vector ocf_entry
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vector 0xFFF6 icf_vector icf_entry
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vector 0xFFF8 irq_vector int_entry
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vector 0xFFFA swi_vector swi_entry
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vector 0xFFFC nmi_vector nmi_entry
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vector 0xFFFE res_vector reset
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;=============================================================================
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;
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; General Bally Game CPU hardware definitions
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;
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; RAM and ROM start addresses
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symbol 0x0000 u4ram
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symbol 0x8000 u2rom ;jumpered for 27128
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symbol 0xC000 u3rom ;jumpered for 27128
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;=============================================================================
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;
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; Eight Ball Champ specific definitions
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;
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; Note: this is by no means a complete set of definitions for
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; all the code and data areas - just a selection.
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;
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symbol 0x1017 jumpVector
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string 0xC001 msgGameId 13
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byte 0xC12F byteTable1 28
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byte 0xCC26 byteTable2 12
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byte 0xF19C byteTable3 395
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byte 0xEAD5 byteTable4 206
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vectab 0xC011 jumpTable1 13
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vectab 0xC02B jumpTable2 35
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vectab 0xC073 jumpTable3 2
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vectab 0xC077 jumpTable4 4
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vectab 0xC2C5 jumpTable5 12
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vectab 0xCC32 jumpTable6 11
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vectab 0xCDCE jumpTable7 5
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vectab 0xE002 jumpTable8 16
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vectab 0xC07F vector3
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vectab 0xC081 vector4
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vectab 0xC085 vector5
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vectab 0xC089 vector6
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vectab 0xC090 vector7
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vectab 0xC094 vector8
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vectab 0xC096 vector9
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vectab 0xC098 vector10
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vectab 0xC09A vector11
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vectab 0xC09C vector12
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vectab 0xC09E vector13
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vectab 0xC0A0 vector14
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;these are vectors in byteTable4 (5 bytes per entry)
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vectab 0xEB71 vector15
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vectab 0xEB76 vector16
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vectab 0xEB7B vector17
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vectab 0xEB80 vector18
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vectab 0xEB85 vector19
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vectab 0xEB8A vector20
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vectab 0xEB8F vector21
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vectab 0xEB94 vector22
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vectab 0xEB99 vector23
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vectab 0xEB9E vector24
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;target addresses for index jumps
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code 0xECF0
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code 0xED1F
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code 0xED40
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code 0xEEA8
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code 0xEF26
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;skip unused bytes at end of ROM just prior to interrupt vectors
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skip 0xFA56 0x059A
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118
static/dasmx140/examples/gameboy.sym
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118
static/dasmx140/examples/gameboy.sym
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;
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; g a m e b o y . s y m
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; ~~~~~~~~~~~~~~~~~~~~~
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;
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; Generic GameBoy DASMx symbol file
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;
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; Last edited: 14th February 1999
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;
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message Using generic GameBoy definitions
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;=============================================================================
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;
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; General LR35902 definitions
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;
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cpu LR35902
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;memory mapped registers
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symbol 0xFF00 p1
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symbol 0xFF01 sb
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symbol 0xFF02 sc
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symbol 0xFF04 div
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symbol 0xFF05 tima
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symbol 0xFF06 tma
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symbol 0xFF07 tac
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symbol 0xFF0F if
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symbol 0xFF10 nr10
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symbol 0xFF11 nr11
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symbol 0xFF12 nr12
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symbol 0xFF13 nr13
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symbol 0xFF14 nr14
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symbol 0xFF16 nr21
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symbol 0xFF17 nr22
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symbol 0xFF18 nr23
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symbol 0xFF19 nr24
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symbol 0xFF1A nr30
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symbol 0xFF1B nr31
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symbol 0xFF1C nr32
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symbol 0xFF1D nr33
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symbol 0xFF1E nr34
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symbol 0xFF20 nr41
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symbol 0xFF21 nr42
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symbol 0xFF22 nr43
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symbol 0xFF23 nr44
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symbol 0xFF24 nr50
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symbol 0xFF25 nr51
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symbol 0xFF26 nr52
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;?? 16 bytes sound sample RAM ??
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;symbol 0xFF3F aud3waveram
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symbol 0xFF40 lcdc
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symbol 0xFF41 stat
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symbol 0xFF42 scy
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symbol 0xFF43 scx
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symbol 0xFF44 ly
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symbol 0xFF45 lyc
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symbol 0xFF46 dma
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symbol 0xFF47 bgp
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symbol 0xFF48 obp0
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symbol 0xFF49 obp1
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symbol 0xFF4A wy
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symbol 0xFF4B wx
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;GameBoy Color only...
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symbol 0xFF4D key1
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symbol 0xFF4F vbk
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symbol 0xFF51 hdma1
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symbol 0xFF52 hdma2
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symbol 0xFF53 hdma3
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symbol 0xFF54 hdma4
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symbol 0xFF55 hdma5
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symbol 0xFF56 rp
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symbol 0xFF68 bcps
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symbol 0xFF69 bcpd
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symbol 0xFF6A ocps
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symbol 0xFF6B ocpd
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symbol 0xFF70 svbk
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;end of GBC only defs
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symbol 0xFFFF ie
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;=============================================================================
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;
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; General GameBoy cartridge definitions
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;
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org 0x0000
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code 0x0100 cartEntry
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byte 0x0104 nintendoGraphic 0x0030
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string 0x0134 cartTitle 0x000F
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byte 0x0143 colorFlag
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byte 0x0144 licenseeNewHi
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byte 0x0145 licenseeNewLow
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byte 0x0146 gbIndicator
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byte 0x0147 cartType
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byte 0x0148 romSize
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byte 0x0149 ramSize
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byte 0x014A destCode
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byte 0x014B licenseeOld
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byte 0x014C maskRomVersion
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byte 0x014D complementCheck
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byte 0x014E checksumHi
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byte 0x014F checksumLow
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42
static/dasmx140/examples/tetris.sym
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42
static/dasmx140/examples/tetris.sym
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;
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; Symbol file for GameBoy Tetris cartridge
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; ========================================
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;
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; Last edited: 6th October 1999
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;
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include gameboy.sym
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;=============================================================================
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;
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; Tetris specific definitions
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;
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; Note: this is by no means a complete set of definitions for
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; all the code and data areas - just a selection.
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;
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;reset and interrupt vectors
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code 0x0000 reset
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code 0x0040 vbiInterrupt
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code 0x0048 lcdcInterrupt
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code 0x0050 timerInterrupt
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code 0x0058 serialInterrupt
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;code 0x0060 pioInterrupt
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;jump table subroutine
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code 0x0028 doIndexJump
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;jump table vectors following rst 28h instructions
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vectab 0x006E jumpTable1 5
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vectab 0x02FB jumpTable2 55
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;other jump tables
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vectab 0x6480 jumpTable3 8
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vectab 0x6490 jumpTable4 8
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vectab 0x64A0 jumpTable5 4
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vectab 0x64A8 jumpTable6 4
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19
static/dasmx140/readme.txt
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19
static/dasmx140/readme.txt
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DASMx - A microprocessor opcode disassembler
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(c) Copyright 1996-2003 Conquest Consultants
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Version 1.40, 18th October 2003
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This distribution contains the following files:
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readme.txt This file
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DASMx.exe Executable (a Win32 console application)
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DASMx.htm Documentation in HTML format
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DASMx.pdf Documentation in Adobe Acrobat format
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checksum.exe Checksum utility
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examples\*.sym Example symbol files
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*** Please read the distribution, copyright and disclaimer notices
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in the documentation. ***
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