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.section ".init"
.global _start
.align
.arm
@---------------------------------------------------------------------------------
_start:
@---------------------------------------------------------------------------------
b rom_header_end
.fill 156,1,0 @ Nintendo Logo Character Data (8000004h)
.fill 16,1,0 @ Game Title
.byte 0x30,0x31 @ Maker Code (80000B0h)
.byte 0x96 @ Fixed Value (80000B2h)
.byte 0x00 @ Main Unit Code (80000B3h)
.byte 0x00 @ Device Type (80000B4h)
.fill 7,1,0 @ unused
.byte 0x00 @ Software Version No (80000BCh)
.byte 0xf0 @ Complement Check (80000BDh)
.byte 0x00,0x00 @ Checksum (80000BEh)
@---------------------------------------------------------------------------------
rom_header_end:
@---------------------------------------------------------------------------------
b start_vector @ This branch must be here for proper
@ positioning of the following header.
.GLOBAL __boot_method, __slave_number
@---------------------------------------------------------------------------------
__boot_method:
@---------------------------------------------------------------------------------
.byte 0 @ boot method (0=ROM boot, 3=Multiplay boot)
@---------------------------------------------------------------------------------
__slave_number:
@---------------------------------------------------------------------------------
.byte 0 @ slave # (1=slave#1, 2=slave#2, 3=slave#3)
.byte 0 @ reserved
.byte 0 @ reserved
.word 0 @ reserved
.word 0 @ reserved
.word 0 @ reserved
.word 0 @ reserved
.word 0 @ reserved
.word 0 @ reserved
.fill 4096,1,0 @ 4kb of filler so no useful code gets overwritten when flash bytes get copied over the top.
.global start_vector
.align
@---------------------------------------------------------------------------------
start_vector:
@---------------------------------------------------------------------------------
@---------------------------------------------------------------------------------
@ Enter Thumb mode
@---------------------------------------------------------------------------------
add r0, pc, #1
bx r0
.thumb
@ Turn off sound
ldr r1, =0x4000084
eor r0, r0, r0
strh r0, [r1]
@---------------------------------------------------------------------------------
@ set heap end
@---------------------------------------------------------------------------------
ldr r1, =fake_heap_end
ldr r0, =__eheap_end
str r0, [r1]
@---------------------------------------------------------------------------------
@ global constructors
@---------------------------------------------------------------------------------
ldr r3, =__libc_init_array
push {lr}
bl _blx_r3_stub
@---------------------------------------------------------------------------------
@ Jump to user code
@---------------------------------------------------------------------------------
mov r0, #0 @ int argc
mov r1, #0 @ char *argv[]
ldr r3, =main
bl _blx_r3_stub
@; If we're here, turn the sound back on before we return
ldr r1, =0x4000084
mov r0, #0x8F
strh r0, [r1]
@; Also turn interrupts back on
ldr r1, =0x4000208
mov r0, #1
str r0, [r1]
pop {pc}
@---------------------------------------------------------------------------------
_blx_r3_stub:
@---------------------------------------------------------------------------------
bx r3
.align
.pool
.end
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