4cade/src/4cade.init.a

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;license:MIT
;(c) 2018-9 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
;
sta $C00E ; 40-column
sta $C00C
sta $C004
sta $C002
sta $C000
jsr $FB2F
jsr $FC58
jsr Has64K ; check for 64K (required)
bcs @no64K
jsr DisableAccelerator ; set to 1 MHz (supports IIgs and many common accelerator cards)
jsr IsGS ; check for IIgs (allows super hi-res artwork)
ror MachineStatus
jsr HasVidHDCard ; check for VidHD card (allows super hi-res artwork even on non-IIgs machines)
ror MachineStatus
jsr Has128K ; check for 128K (allows DHGR slideshows and 128K games)
ror MachineStatus
jsr HasJoystick ; check for joystick (absence is OK but we filter out some games that require a joystick)
ror MachineStatus ; now bit 4 = 1 if IIgs
; bit 5 = 1 if VidHD
; bit 6 = 1 if 128K
; bit 7 = 1 if joystick
+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 #$04
@LM lda LastMover,x ; relocate font data to $D600 in RAM bank 2
sta $D600,x
inx
bne @LM
inc @LM+2
inc @LM+5
dey
bne @LM
jmp OneTimeSetup
@no64K
ldy #@no64Klen
- lda @s_no64K,y
sta $6B6,y
dey
bpl -
@hang bmi @hang
@s_no64K !raw "REQUIRES 64K"
@no64Klen=*-@s_no64K
; 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.iigs.a"
!source "src/hw.vidhd.a"
!source "src/hw.memcheck.a"
!source "src/hw.joystick.a"
!source "src/hw.normfast.a"
*=ProRWTSBuffer+512 ; ProRWTS needs a 512-byte buffer for its init function
; so we reuse as much of the 1-time code as possible
; and fill the rest with zeros
!source "src/parse.games.a" ; this needs to be outside the buffer because it's not used
; until after ProRWTS initialization
OneTimeSetup
lda MachineStatus
sta oldstatus
jsr SaveOrRestoreScreenHoles ; save initial copy of screen hole content
lda #$91
sta holepatch ; enable restoring of copy from now on
lda hddopendir+1 ; save current directory as 'root'
ldy hddopendir+3
+READ_RAM1_WRITE_RAM1
+STAY gRootDirectory
lda $43
sta promote + ProDOS_unit - $bf00
; save unit while overriding !pseudopc
+LDADDR kGlobalPrefsFilename
jsr SetPath
jsr LoadFile ; load preferences file into $8000
jsr ParseKeyValueList ; parse contents into OKVS data structure into LC RAM bank
!word gGlobalPrefsStore
!word ldrlo2 ; (ldrlo2) points to last load address, so $8000
!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
+LDADDR kGameListConfFile
jsr SetPath
jsr LoadFile ; load games list file into $8000
jsr ParseGamesList ; parse games list into OKVS data structure in LC RAM bank
!word gGamesListStore
!word ldrlo2 ; (ldrlo2) points to last load address, so $8000
jsr okvs_len
!word gGamesListStore
sta SAVE
; calculate and update visible game count (3-digit decimal number as ASCII string)
ldy #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 UILine2_GameCount,y
iny
cpy #$03
bcc @outer
ldx #5
- lda Prelaunch,x ; copy reentry wrapper to bottom of stack
sta $100,x ; (used as reset vector because ][+ always
dex ; switches to ROM on Ctrl-Reset)
bpl -
inx
stx $3F2 ; page 3 reset vector to ($100)
inx
stx $3F3
ldx #$A4
stx $3F4
bit $C010
jmp ($FFFC) ; continue from |Reentry| in LC RAM bank
kGameListConfFile
!byte 10
!text "GAMES.CONF"
kPowersOfTen
!byte 100
!byte 10
!byte 1