sms/vdp: improve comments
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@ -38,6 +38,7 @@ vdpInit:
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ld c, VDP_CTLPORT
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otir
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; Blank VRAM
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xor a
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out (VDP_CTLPORT), a
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ld a, 0x40
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@ -51,15 +52,17 @@ vdpInit:
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or c
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jr nz, .loop1
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; Set palettes
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xor a
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out (VDP_CTLPORT), a
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ld a, 0xc0
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out (VDP_CTLPORT), a
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ld hl, vdpPaletteData
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ld b, vdpPaletteDataEnd-vdpPaletteData
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ld c, VDP_DATAPORT
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otir
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xor a ; palette 0: black
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out (VDP_DATAPORT), a
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ld a, 0x3f ; palette 1: white
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out (VDP_DATAPORT), a
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; Define tiles
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xor a
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out (VDP_CTLPORT), a
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ld a, 0x40
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@ -97,6 +100,7 @@ vdpInit:
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dec c
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jr nz, .loop2
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; Bit 7 = ?, Bit 6 = display enabled
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ld a, 0b11000000
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out (VDP_CTLPORT), a
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ld a, 0x81
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@ -129,7 +133,7 @@ vdpSpitC:
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; two bits
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out (VDP_CTLPORT), a
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ld a, b ; 3 low bits set
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or 0x78
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or 0x78 ; 01 header + 0x3800
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out (VDP_CTLPORT), a
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pop bc
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@ -279,11 +283,16 @@ vdpConv:
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ld a, 0x5e
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ret
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vdpPaletteData:
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.db 0x00,0x3f
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vdpPaletteDataEnd:
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; VDP initialisation data
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vdpInitData:
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.db 0x04,0x80,0x00,0x81,0xff,0x82,0xff,0x85,0xff,0x86,0xff,0x87,0x00,0x88,0x00,0x89,0xff,0x8a
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; 0x8x == set register X
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.db 0b00000100, 0x80 ; Bit 2: Select mode 4
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.db 0b00000000, 0x81
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.db 0b11111111, 0x82 ; Name table: 0x3800
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.db 0b11111111, 0x85 ; Sprite table: 0x3f00
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.db 0b11111111, 0x86 ; sprite use tiles from 0x2000
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.db 0b11111111, 0x87 ; Border uses palette 0xf
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.db 0b00000000, 0x88 ; BG X scroll
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.db 0b00000000, 0x89 ; BG Y scroll
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.db 0b11111111, 0x8a ; Line counter (why have this?)
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vdpInitDataEnd:
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