;license:MIT ;(c) 2018-20 by 4am ; ; first-run initialization code ; ; This file is included directly and is run from $2000/main as soon as the ; .SYSTEM file is loaded ; +READ_ROM_NO_WRITE sta PRIMARYCHARSET sta CLR80VID sta STOREOFF sta READMAINMEM sta WRITEMAINMEM jsr ROM_TEXT jsr ROM_HOME jsr ROM_NORMAL jsr ROM_IN0 jsr ROM_PR0 jsr Has64K ; check for 64K (required) bcc + ldy #@no64Klen - lda @s_no64K,y sta $6B6,y dey bpl - @hang bmi @hang @s_no64K !scrxor $80,"REQUIRES 64K" @no64Klen=(*-@s_no64K)-1 + lda #0 sta zpMachineStatus sta SETC3ROM jsr HasVidHDCard ; check for VidHD card (allows super hi-res artwork even on non-IIgs machines) sta CLRC3ROM ror zpMachineStatus lda ROM_MACHINEID cmp #$06 bne @NotGS sec jsr $FE1F ; check for IIgs (allows super hi-res artwork) bcs @NotGS lda #$80 sta zpMachineStatus @NotGS jsr Has128K ; check for 128K (allows DHGR slideshows and 128K games) ror zpMachineStatus jsr HasJoystick ; check for joystick (absence is OK but we filter out some games that require a joystick) ror zpMachineStatus ; now bit 5 = 1 if VidHD or IIgs ; bit 6 = 1 if 128K ; bit 7 = 1 if joystick ; and all other bits are 0 (we'll set bit 4 after copying it to LC RAM) lda ROM_MACHINEID cmp #$06 beq + lda #$DF +HIDE_NEXT_2_BYTES + lda #$FF sta zpCharMask ldy #8 - lda TOTAL,y ora #$80 sta $04B7,y dey bpl - ldy #10 - lda REPLAY,y ora #$80 sta $0536,y dey bpl - ldy LoaderVersion - lda LoaderVersion,y ora #$80 +FORCE_UPPERCASE_IF_REQUIRED sta $07CF,y dey bne - !ifndef RELEASE { lda #$D6 sta $28 lda #$07 sta $29 lda LoaderBuild ldx LoaderBuild+1 ldy #0 jsr PrintAsDecimal } bit zpMachineStatus bvc ++ bpl + +LDADDR Loader128KAndJoystick bne @ShowLoadScreen + +LDADDR Loader128K bne @ShowLoadScreen ++ bpl + +LDADDR Loader64KAndJoystick bne @ShowLoadScreen + +LDADDR Loader64K @ShowLoadScreen +STAY PTR ldy #0 lda (PTR),y tay - lda (PTR),y ora #$80 +FORCE_UPPERCASE_IF_REQUIRED @load sta $07F7 dec @load+1 dey bne - @Relocate +READ_ROM_WRITE_RAM2 jsr init ; initialize and relocate ProRWTS2 to $D400 in RAM bank 2 ; ProRWTS2 disk-data live at $D000-D3FF ldx #$00 ; relocate program code to top of language card ; since we end at $0000 now, adjust low offset to avoid destroying zpage @FM lda FirstMover - (RELBASE & $FF),x sta RELBASE & $FF00,x inx bne @FM inc @FM+2 inc @FM+5 bne @FM ldy #>(255 + EvenLasterMover - LastMover) @LM lda COPYSRC,x ; relocate pseudo-ProDOS to RAM bank 2 sta COPYDST,x inx bne @LM inc @LM+2 inc @LM+5 dey bne @LM ldy #4 @ELM lda FONTSRC,x ; relocate font data to RAM bank 2 sta FONTDST,x inx bne @ELM inc @ELM+2 inc @ELM+5 dey bne @ELM +READ_ROM_NO_WRITE jsr BuildAcceleratorFunction +READ_RAM2_WRITE_RAM2 +STAY @accelSrc dex - @accelSrc=*+1 lda $FDFD,x ; copy (de)acceleration functions to RAM bank 2 sta DisableAccelerator,x dex bpl - jsr DisableAccelerator ; cycle counting requires 1MHz jsr GetMockingboardStuff stx MockingboardStuff ; save mockingboard slot and type in LC RAM jsr EnableAccelerator jmp OneTimeSetup ; ProRWTS2 has its own function to relocate itself !source "src/prorwts2.a" ProRWTSBuffer ; these routines will only be called once, from main memory, before relocating to language card !source "src/hw.vidhd.a" !source "src/hw.memcheck.a" !source "src/hw.joystick.a" !source "src/hw.mockingboard.a" TOTAL !text "T O T A L" REPLAY !text "R E P L A Y" !ifndef RELEASE { LoaderVersion !byte 5 !text "build" LoaderBuild !word BUILDNUMBER } else { LoaderVersion !byte 4 !text "v3.0" } Loader64K !byte 3 !text "64K" Loader64KAndJoystick !byte 14 !text "joystick + 64K" Loader128K !byte 4 !text "128K" Loader128KAndJoystick !byte 15 !text "joystick + 128K" !ifndef RELEASE { PrintAsDecimal jsr $FF4A lda $FDE2 cmp #$EA bne @go dec @addr+1 ; fix for Laser @go -- lda #$00 clv ldx #$18 - cmp #$05 bcc + sbc #$85 sec + rol $45 rol $46 rol $47 rol dex bne - pha lda #$FD pha @addr lda #$E1 pha bvs -- rts } !source "src/hw.accel.a" !source "src/parse.games.a" OneTimeSetup lda zpMachineStatus sta MachineStatus ; save machine status in LC RAM ldy #$0b CopyDevs lda $BF13,y sta promote + $13,y dey bpl CopyDevs lda $BF30 sta promote + ProDOS_unit - $bf00 ; save unit in LC bank 2 while overriding !pseudopc lda hddopendir+1 ; save current directory as 'root' ldy hddopendir+3 jsr SwitchToBank1 +STAY gRootDirectory jsr LoadFile ; load preferences file into $8000 !word kRootDirectory !word kGlobalPrefsFilename - !word $8000 jsr ParseKeyValueList ; parse contents into OKVS data structure into LC RAM bank !word gGlobalPrefsStore !word - !byte 16 +LDAY SRC ; (SRC) points to free space after the OKVS data structure we just created +STAY gGamesListStore ; save pointer to free space for next store jsr LoadFile ; load games list file into $8000 !word kRootDirectory !word @kGameListConfFile - !word $8000 jsr ParseGamesList ; parse games list into OKVS data structure in LC RAM bank !word gGamesListStore !word - +LDADDR gGamesListStore jsr okvs_len sta GameCount sta SAVE jsr pref_get ; see if cheats are enabled by default !word kCheat !word 0 +STAY PTR ; (PTR) -> cheat pref value as length-prefixed string '1' or '0' ldy #1 lda (PTR),y ; A = #$B1 or #$B0 and #1 ; A = #$01 or #$00 asl asl asl asl ; A = #$10 or #$00 ora MachineStatus sta MachineStatus ; set bit 4 of MachineStatus ; calculate and update visible game count (3-digit decimal number as ASCII string) dey ; Y = 0 @outer lda #0 pha @inner lda SAVE cmp @kPowersOfTen,y bcc @digitDone sbc @kPowersOfTen,y sta SAVE lda SAVE+1 sbc #0 sta SAVE+1 pla adc #0 pha jmp @inner @digitDone pla ora #$30 sta VisibleGameCount,y iny cpy #$03 bcc @outer bit CLEARKBD jmp Reenter @kGameListConfFile !byte 10 !text "GAMES.CONF" @kPowersOfTen !byte 100 !byte 10 !byte 1