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d2d45bf0b4
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3200c06506 |
13
Makefile
13
Makefile
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@ -63,10 +63,7 @@ dsk: index asmproboot asmlauncher extract
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rm -f "$$f"/.DS_Store; \
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rm -f "$$f"/.DS_Store; \
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$(CADIUS) ADDFOLDER build/"$(DISK)" "/$(VOLUME)/$$(basename $$f)" "$$f" -C >>build/log; \
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$(CADIUS) ADDFOLDER build/"$(DISK)" "/$(VOLUME)/$$(basename $$f)" "$$f" -C >>build/log; \
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done
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done
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$(CADIUS) CREATEFOLDER build/"$(DISK)" "/$(VOLUME)/X/" -C >>build/log
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$(CADIUS) ADDFOLDER build/"$(DISK)" "/$(VOLUME)/X" "build/X" -C >>build/log; \
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for f in build/X/*; do \
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$(CADIUS) ADDFOLDER build/"$(DISK)" "/$(VOLUME)/X/$$(basename $$f)" "$$f" -C >>build/log; \
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done
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bin/changebootloader.sh build/"$(DISK)" build/proboothd
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bin/changebootloader.sh build/"$(DISK)" build/proboothd
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gamesconf: preconditions md
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gamesconf: preconditions md
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@ -81,8 +78,14 @@ gamesconf: preconditions md
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extract: preconditions md gamesconf
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extract: preconditions md gamesconf
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$(PARALLEL) '$(CADIUS) EXTRACTVOLUME {} build/X/ >>build/log' ::: res/dsk/*.po
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$(PARALLEL) '$(CADIUS) EXTRACTVOLUME {} build/X/ >>build/log' ::: res/dsk/*.po
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rm -f build/X/**/.DS_Store build/X/**/PRODOS* build/X/**/LOADER.SYSTEM*
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rm -f build/X/**/.DS_Store build/X/**/PRODOS* build/X/**/LOADER.SYSTEM* build/X/**/_FileInformation.txt
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for f in $$(grep '^....1' build/GAMES.CONF | awk '!/^$$|^#/' | awk -F, '/,/ { print $$2 }' | awk -F= '{ print $$1 }'); do mv build/X/"$$(basename $$f)"/"$$(basename $$f)"* build/X.INDEXED/; rm -rf build/X/"$$(basename $$f)"; done
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for f in $$(grep '^....1' build/GAMES.CONF | awk '!/^$$|^#/' | awk -F, '/,/ { print $$2 }' | awk -F= '{ print $$1 }'); do mv build/X/"$$(basename $$f)"/"$$(basename $$f)"* build/X.INDEXED/; rm -rf build/X/"$$(basename $$f)"; done
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for d in build/X/*; do \
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for f in "$$d"/*; do \
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mv -i "$$f" build/X/"$$(basename $$f)"; \
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done; \
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rmdir "$$d"; \
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done
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(for f in build/X.INDEXED/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a -p build/TOTAL.DATA build/X.INDEXED > build/XSINGLE.IDX
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(for f in build/X.INDEXED/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.sh -a -p build/TOTAL.DATA build/X.INDEXED > build/XSINGLE.IDX
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index: preconditions md asmfx asmprelaunch asmdemo compress extract
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index: preconditions md asmfx asmprelaunch asmdemo compress extract
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@ -15,7 +15,7 @@ SHOW_PROGRESS_DURING_DECRUNCH = 0
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start
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start
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+INIT_MACHINE
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+INIT_MACHINE
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!if * != $9E01 {
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!if * != $9E08 {
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!serious "Adjust prelaunch to patch JSR at ", *, " to JMP"
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!serious "Adjust prelaunch to patch JSR at ", *, " to JMP"
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}
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}
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jsr decrunch ; compressed data contains target address
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jsr decrunch ; compressed data contains target address
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1
res/ports/million-perfect-tiles/res/MPT.PREFS#040000
Normal file
1
res/ports/million-perfect-tiles/res/MPT.PREFS#040000
Normal file
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@ -0,0 +1 @@
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110
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||+---CHEAT (0/1)
|+---SOUND (0/1)
+---PREFS VERSION (DO NOT CHANGE)
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@ -1 +0,0 @@
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111
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||+---CHEAT (0/1)
|+---SOUND (0/1)
+---PREFS VERSION (DO NOT CHANGE)
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@ -15,7 +15,7 @@ SHOW_PROGRESS_DURING_DECRUNCH = 0
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start
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start
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+INIT_MACHINE
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+INIT_MACHINE
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!if * != $A6A5 {
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!if * != $A6AC {
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!serious "Adjust prelaunch to patch JSR at ", *, " to JMP"
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!serious "Adjust prelaunch to patch JSR at ", *, " to JMP"
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}
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}
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jsr decrunch ; compressed data contains target address
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jsr decrunch ; compressed data contains target address
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@ -37,7 +37,7 @@
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jsr AUXMOVE
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jsr AUXMOVE
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+READ_ENTIRE_FILE parm_obj_x_open, parm_obj_x_read
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+READ_ENTIRE_FILE parm_obj_x_open, parm_obj_x_read
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lda #$D4
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lda #$D1
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sta _byte_lo
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sta _byte_lo
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lda #$50
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lda #$50
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sta _byte_hi
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sta _byte_hi
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@ -158,49 +158,15 @@ PlayGameInAY
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jmp Launch
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jmp Launch
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@loadFromSubdirectory
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@loadFromSubdirectory
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; we start by placing the subdirectory name at gPathname+kGameDirectoryLen
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; to leave room for the GameDirectory name as the parent
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lda #kGameDirectoryLen
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sta gPathname
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+LD16 SAVE
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+LD16 SAVE
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jsr AddToPath
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+ST16 @p
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; attach the separator
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inc gPathname
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lda #'/'
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sta gPathname+1,x
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; then we save the length of the resulting string without the count byte
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dex
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txa
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pha
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; then attach the game name
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+LD16 SAVE
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jsr AddToPath
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; don't look while I do this
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; we "place" a string at gPathname+kGameDirectoryLen
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; whose length is the subdirectory name and game name
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; then we load it
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; the load sets the path to the GameDirectory
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; and then finds the subdirectory name and game name right after it
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; and attaches it to the path by overwriting the count byte
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;;sec ; carry set by AddToPath
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lda gPathname
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sbc #kGameDirectoryLen
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sta gPathname+kGameDirectoryLen
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jsr LoadFile ; load the game startup file
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jsr LoadFile ; load the game startup file
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!word kGameDirectory
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!word kGameDirectory
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!word gPathname+kGameDirectoryLen
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@p !word $FDFD
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!word 0 ; use file's default address
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!word 0 ; use file's default address
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pla
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lda #1
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sta ProDOS_prefix ; set 'root' directory to the path part
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sta ProDOS_prefix ; set 'root' directory to the path part
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; of the game startup file we just loaded
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; of the game startup file we just loaded
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; so games can load other files without
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; so games can load other files without
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@ -8,10 +8,10 @@
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+ENABLE_ACCEL
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+ENABLE_ACCEL
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lda #$4C
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lda #$4C
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sta $9E01
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sta $9E08
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jsr $8000
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jsr $8000
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+DISABLE_ACCEL
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+DISABLE_ACCEL
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jmp $9E04
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jmp $9E08+3
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!if * > $1C0 {
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!if * > $1C0 {
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!error "code is too large, ends at ", *
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!error "code is too large, ends at ", *
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@ -8,10 +8,10 @@
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+ENABLE_ACCEL
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+ENABLE_ACCEL
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lda #$4C
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lda #$4C
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sta $A6A5
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sta $A6AC
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jsr $8000
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jsr $8000
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+DISABLE_ACCEL
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+DISABLE_ACCEL
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jmp $A6A8
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jmp $A6AC+3
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!if * > $1C0 {
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!if * > $1C0 {
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!error "code is too large, ends at ", *
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!error "code is too large, ends at ", *
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