From TV Animation Slam Dunk: Gakeppuchi no Kesshou League/Notes

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Chip tiny.png The following article is a Notes Page for From TV Animation Slam Dunk: Gakeppuchi no Kesshou League.


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 ______________________________
|			       |
|	   SLAM DUNK	       |
| Gakeppuchi no Kesshou League |
|______________________________|

v1.0: Original version typed up By Sawakita

=========================
=	ASM MAP		=
=========================
This game has an interesting organization:
each bank (except Bank0, obviously) starts with a table of "2Bytes pointers", that point to that bank's routines. There's a routine that manages this organizational method, located at 0x0530:

00000530  F5		push af			;preserve registers
00000531  C5		push bc
00000532  E5		push hl
00000533  FA A6 C0	ld a,($C0A6)		;preserve old bank
00000536  F5		push af
00000537  7A		ld a,d			;load new bank
00000538  EA A6 C0	ld ($C0A6),a
0000053B  EA 00 21	ld ($2100),a
0000053E  CD 4C 05	call $054C
	0000054C  21 00 40	ld hl,$4000	;new bank's beginning
	0000054F  16 00		ld d,$00	;de = e [routine_ID]
	00000551  19		add hl,de	;get the
	00000552  19		add hl,de	;new routine's
	00000553  19		add hl,de	;offset
	00000554  F0 91		ld a,($FF00+91)
	00000556  E9		jp (hl)
    [...]
00000541  F1		pop af
00000542  EA A6 C0	ld ($C0A6),a		;restore old bank
00000545  EA 00 21	ld ($2100),a
00000548  E1		pop hl			;restore registers
00000549  C1		pop bc
0000054A  F1		pop af
0000054B  C9		ret


-------
BANK 00
-------

02e5:
VBLANK

0530:
change bank
[d:bank, e:routine_ID, ff91=value (optional)]

054c:
jp bank's routine

0622:
LCD control

06bb:
write(00) 'bc' bytes starting 'hl'
Example:
bc=00a0, hl=ff8f;
reset 0xff8f to 0xfffd

06bd:
write 'd', 'bc' times at 'hl'

06c5:
if LCDC(bit7)=0 then
  write(ff) 'bc' bytes starting 'hl'
else
  (???)
end if

06c9:
same as 06c5, but write(00)

0729:
write bc bytes from hl in de

0868:
win Y&X (RAM saves)

0ead:
(d307)=e4 ;bg pal

0ed9:
ff8f=00;
ff91=00;
call 0d_02(=0d_401b);

0ee7:
ff90=00;
ff91=00;
call 0d_02(=0d_401b);

2484:
(c1a4)-->l
(c1a5)-->h
tile arrangement handler [*]

-------
BANK 01
-------
643a[02]:
call 0c_12

-------
BANK 02
-------
4563[03]:
load jap tiles in 9000
(ROM 8747) (800 bytes)
load other tiles in 8f00
(ROM 8f47) (100 bytes)

-------
BANK 05 (various tile_arrange)
-------
[09]:
tile_arrange 1st border (menu)
[30]
tile_arrange common border (menu)

-------
BANK 0c
-------
57c9[12]:


-------
BANK 0d
-------
401b[02]:
[RAM c600,c60a,c65f,c603]

[03]

-------
BANK 0f
-------
74bf[04]:
black screen(?)
73e0[05]:

7627[0f]:


=========================
=	RAM MAP		=
=========================
c0a0 =
c0a1 =
c0a2 =
c0a6 = ROMbank
c0ad =
c0af =
c0b1 =
c0b2 =
c0b3 =
c126 =
c127 =
c200 =
c240 = scroll Y
c241 = scroll X
c242 = win Y
c243 = win X
c600 =
c601 =
c603 =
c60a =
c60b =
c60c =
c60d =
c60e =
c60f =
c610 =
c611 =
c612 =
c613 =
c614 =
c633 =
c634 =
c635 =
c636 =
c643 =
c644 =
c645 =
c646 =
c64f =
c650 =
c651 =
c652 =
c65f =
c660 =
c661 =
c662 =
c663 =
c664 =
c665 =
c666 =
c667 =
c668 =
c669 =
c66a =
c66b =
c6c3 =
d307 = bg pal
d308 = obj pal 0
d309 = obj pal 1


=========================
TILE ARRANGEMENT HANDLER:
  starts at 0x248d (a=0);
=========================
0e:
4 more Bytes
bc = 1st Ptr (then, hl=bc)
de = 2nd Ptr
GoTo 2d08



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