Sistema Operacioal em ASM para o Sega Master System
Sistema Operacioal em ASM para o Sega Master System
Sistema Operacioal em ASM para o Sega Master System
; --------------------------------------------------
; MAIN BOOTLOADER
; --------------------------------------------------
.org $0000
; Interrupt handler
.org $0038
call handleInterrupt
reti
init:
call initHardware ; Initialize hardware (VDP, sound, etc.)
call initMemory ; Initialize memory and clear it
call loadUserland ; Load userland apps and system utilities
jp mainLoop
mainLoop:
; Main loop of the operating system
call checkAppSwitch ; Check if the user wants to switch apps
call runCurrentApp ; Run the currently selected app
jp mainLoop ; Repeat
; --------------------------------------------------
; INTERRUPT HANDLER
; --------------------------------------------------
handleInterrupt:
; Handle system interrupts here (e.g., input handling, system timers)
reti
; --------------------------------------------------
; HARDWARE INITIALIZATION
; --------------------------------------------------
initHardware:
call VDP_Setup ; Initialize Video Display Processor
call PSG_Init ; Initialize sound system (AY-3-8910 emulator)
call Palette_Init ; Initialize color palette for the display
ret
; --------------------------------------------------
; SYSTEM MEMORY INITIALIZATION
; --------------------------------------------------
initMemory:
ld hl, $8000 ; Start of SRAM
ld de, $A000 ; End of SRAM (8KB)
clearMemoryLoop:
ld (hl), 0 ; Clear memory
inc hl
cp hl, de
jp nz, clearMemoryLoop
ret
; --------------------------------------------------
; USERLAND LOADER
; --------------------------------------------------
loadUserland:
; Load user applications (calculator, file manager, text editor, etc.)
include 'windows95-sms-userland.txt'
ret
; --------------------------------------------------
; SYSTEM FUNCTIONS AND APPLICATIONS
; --------------------------------------------------
include 'windows95-sms-kernel.txt'
include 'windows95-sms-file-manager.txt'
include 'windows95-sms-paint.txt'
include 'windows95-sms-text-editor.txt'
include 'windows95-sms-clock.txt'
include 'windows95-sms-disk-usage.txt'
include 'windows95-sms-memory-usage.txt'
include 'windows95-sms-calculator.txt'
; --------------------------------------------------
; VIDEO AND SOUND INITIALIZATION
; --------------------------------------------------
VDP_Setup:
; Initialize VDP with the required screen setup and tilemap configuration
ret
PSG_Init:
; Initialize sound system
ret
Palette_Init:
; Set up palette colors for the display
ret
; --------------------------------------------------
; MAIN APPLICATION LOGIC (Calculator Example)
; --------------------------------------------------
calculatorStart:
call initCalculator
jp calculatorLoop
initCalculator:
call drawCalculatorWindow
call initCalculatorVariables
ret
calculatorLoop:
call handleCalculatorInput
call updateCalculatorDisplay
jp calculatorLoop
handleCalculatorInput:
; Handle joystick input for calculator
call syscall_readJoypad
bit 0,a ; Check Up
jr z,.checkDown
call moveCursorUp
.checkDown:
bit 1,a ; Check Down
jr z,.checkLeft
call moveCursorDown
.checkLeft:
bit 2,a ; Check Left
jr z,.checkRight
call moveCursorLeft
.checkRight:
bit 3,a ; Check Right
jr z,.checkButton1
call moveCursorRight
.checkButton1:
bit 4,a ; Check Button 1 (Select)
ret z
call selectButton
ret
moveCursorUp:
ld a,(cursorY)
cp 5 ; Top row of buttons
ret z
dec a
ld (cursorY),a
ret
moveCursorDown:
ld a,(cursorY)
cp 17 ; Bottom row of buttons
ret z
inc a
ld (cursorY),a
ret
moveCursorLeft:
ld a,(cursorX)
cp 1
ret z
dec a
ld (cursorX),a
ret
moveCursorRight:
ld a,(cursorX)
cp 30 ; Right edge of screen
ret z
inc a
ld (cursorX),a
ret
selectButton:
; Button selection logic
ld a,(cursorY)
sub 5 ; Adjust for button area
ld d,a
ld a,(cursorX)
sub 1
ld e,a
ld hl,calculatorButtons
add hl,de
ld a,(hl)
call processButton
ret
; --------------------------------------------------
; OTHER APPLICATION LOGIC WOULD FOLLOW HERE
; --------------------------------------------------