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authorAstrid Smith2010-09-06 18:09:29 -0700
committerAstrid Smith2010-09-06 18:34:53 -0700
commitbe4e09f43d8dae20e8fff2d0af21f0fc33298954 (patch)
tree7c6b04530f67cde5982da7ee8d49411f73283836 /main.asm
parent7c4dfba9781829b2825ebbdddca1531079d7adcc (diff)
Fixes to actually run code
This is the version to run the first (trivial) infinite loop correctly. I hacked up the loader slightly to replace one of the (nonexistent) pages with a static byte array. z80 code executed: $4000: JP $4000 4000 c3 40 00 4003 This version also draws the opcode executed on the screen, to aid in debugging the emulator: move.b d0,$4c00+32*(128/8) Also, it turns out that I was mixing up the emulated SP (a4) and emulated PC (a6). That has been fixed. Further, it seems that movea defaults to a word operation in a68k. This led to pointer corruption, which has been fixed.
Diffstat (limited to 'main.asm')
-rw-r--r--main.asm4
1 files changed, 2 insertions, 2 deletions
diff --git a/main.asm b/main.asm
index ddeb8e4..61fe95d 100644
--- a/main.asm
+++ b/main.asm
@@ -66,8 +66,8 @@ emu_setup:
lea flag_storage,a3
move.w #$4000,d1
bsr deref
- move a0,a6
- move a0,a4
+ move.l a0,a6
+ move.l a0,a4
rts