!cpu 6502 *=$0800 !to "build/PAY.DAY#060800",plain !src "../common/src/constants.a" !src "../common/src/macros.a" +INIT_MACHINE jsr decrunch ; decompress code to go into auxmem (originally WINDOWS file) lda #$00 ; move code from original game (LD.SYSTEM) sta $3C lda #$30 sta $3D lda #$00 sta $42 lda #$08 sta $43 lda #$1C sta $3E lda #$47 sta $3F sec jsr AUXMOVE lda #$1D sta $3C lda #$47 sta $3D lda #$00 sta $42 lda #$40 sta $43 lda #$1C sta $3E lda #$BA sta $3F sec jsr AUXMOVE +READ_ENTIRE_FILE parm_obj_x_open, parm_obj_x_read lda #$D4 sta _byte_lo lda #$50 sta _byte_hi !if * != $876 { !serious "Adjust prelaunch to patch JSR at ", *, " to JMP" } jsr decrunch_no_reset_progress jmp $4000 parm_obj_x_open !byte 3 !word filename !word $1C00 !byte 0 parm_obj_x_read !byte 4 !byte 1 !word $2000 !word $FFFF !word 0 filename !text 5,"OBJ.X" get_crunched_byte lda _byte_lo bne + dec _byte_hi + dec _byte_lo _byte_lo = * + 1 _byte_hi = * + 2 lda end_of_compressed_data rts FORWARD_DECRUNCHING = 0 SHOW_PROGRESS_DURING_DECRUNCH = 1 kExoProgressWidth = 24 ; depends on total size, max 38 !src "../common/src/exodecrunch.a" compressed_data !bin "src/AUXOBJ.X" end_of_compressed_data