; ; File: StartFail.a ; ; Copyright: © 1983-1993 by Apple Computer, Inc. All rights reserved. ; ; Change History (most recent first): ; ; 10/11/93 RC Roll in fix from Jesus ; 10/11/93 RC Fixing code which was last checked in... When updating the ; scrnBase in LoMem need to do a Move.l csBaseAddr(A2),ScrnBase ; instead of a Move.l csBaseAddr(A0),ScrnBase ; 8/16/93 fau When doing a cscSetMode to change to 1bpp, update the ScrnBase ; lowmem with the new base address (as returned by the _Control ; call). This fixes a problem with Cyclone where the base address ; can change when going to 1bpp. ; 11/12/92 PN Get rid of ³ 020 conditionals for ROM builds ; 11/3/92 SWC Changed VideoEqu.a->Video.a. ; <3> 9/16/91 JSM Cleanup header. ; <2> 6/12/91 LN Changed #include 'HardwareEqu.a' to 'HardwarePrivateEqu.a' ; <2.1> 8/22/89 SES Removed references to nFiles. Removed changes from v2.0, now ; calls TMRestart. ; <2.0> 6/26/89 GMR CritError now calls U_TMRestart, which decides which Test ; Manager to call (Fremonts or universal Test Manager) ; <1.9> 6/14/89 SWC Played with the DeadMac code to take out the machine-based ; conditionals. ; <1.8> 6/13/89 DAF Moved DeadMacTL calculation inline. ; <1.5> 6/13/89 DAF Fixed CritErr to find boot cardΥs 1-bit video mode. ; <1.7> 6/13/89 GGD Added hasMMU conditionals around the _SwapMmuMode's in previous ; change so that the 16 bit machines will work again. Added ; conditionals in DeadMac to only do long word moves if Cpu ³ 020, ; to prevent address errors on 16 bit machines. Moved call to ; DeadMacTL so that it gets called for 16 bit machines too. ; <1.6> 6/13/89 DAF (completing previous comment). Corrected CritErr to flip to ; 1-bit mode via Control call rather than do an ineffective ; PrimaryInit. Fixed dead mac blitting to be 32-bit friendly. ; Moved dead mac icon calculations here from StartInit.a ; <1.4> 6/11/89 GMR Made call to TMRestart to be a BigJmp, as Fremonts code is now ; at end of ROM. ; <1.3> 6/10/89 SWC Removed Mac Plus/SE references to HappyMac because it's now ; handled the same way for all machines in StartBoot (it even uses ; QuickDraw!). Rewrote DeadMac to use a standard ICON since it no ; longer has to draw the HappyMac too. Removed PutSymbol code and ; EXPORT since it's not used by anyone. Removed nEqu.d load from ; include file list. ; <1.2> 5/24/89 GGD Converted to feature based conditionals. Deleted the code to ; turn off the floppy disk motor, because it doesn't work with ; SWIMs or IOPs and used an absolute base address. ; <1.1> 11/10/88 CCH Fixed Header. ; <1.0> 11/9/88 CCH Adding to EASE. ; <1.4> 10/7/88 rwh made IWM address name uniform on all machines. ; <₯1.3> 9/23/88 CCH Got rid of inc.sum.d and empty nFiles ; <1.2> 9/10/88 rwh remove obsolete check for Rev 8 board. ; <1.1> 6/7/88 MSH HcMac now uses HappyMac from startboot instead. ; <1.0> 2/10/88 BBM Adding file for the first time into EASEΙ ; 10/29/87 rwh Port to Modern Victorian (on MvMac) ; 9/1/87 MSH Port to HcMac (Laguna) ; 1/24/87 WRL [NuMac] Moved HappyMac to StartSearch so that it can use a real ; icon. ; 1/19/87 GWN Added test for VideoInfoOk, Perform sPrimaryInit if it is ; (Resets Slot HW). Added sad mac equates for CritErr. ; 1/2/87 GWN Added code to center happy & sad mac. ; 11/5/86 DAH Make some procedures not use ScreenBytes RAM global. ; 10/31/86 RDC Added change for new rev8 hardware on NuMac ; 10/9/86 bbm Modified to mpw aincludes. ; 9/17/86 WRL Fixed CritErr to display 2 lines for all machines. ; 7/29/86 WRL Removed NuMac version of BlackScreen - it wasn't being used. ; 6/3/86 CSL Added changes for Aladdin (onMacPP). ; 5/30/86 WRL Changed TMEntry1 to TMRestart to ignore register contents. Made ; second longword of Sad Mac info appear below first. ; PRINT OFF LOAD 'StandardEqu.d' INCLUDE 'HardwarePrivateEqu.a' INCLUDE 'Video.a' INCLUDE 'ROMEqu.a' IF hasSlotMgr THEN ; <1.2> INCLUDE 'SlotMgrEqu.a' ENDIF PRINT ON PROC IMPORT TMRestart ; Test Manager entry point <2.1> EXPORT CritErr ; Critical Error entry point EXPORT PutIcon ; Subroutine to plot a Capps-compressed icon. ;---------------- ; Critical Error ;---------------- ; This routine is called in case of a critical hardware error. ; ; The hasSlotMgr variant uses RAM pretty heavily. This is generally OK since the stack ; is used earlier when finding and initializing the card. So generally, this code ; assumes that if VideoMagic has been set, then minimal stack is usable. ; ; First, it generates an ugly tone to indicate the failure. ; Then, it displays the dead Mac icon and two 32-bit error codes on the screen. ; ; The Major error code contains Test Manager state information in the high order word, ; and a code indicating which test failed in the low order word. ; ; The Minor code contains additional information which applies to the test that failed. ; For example, for a memory test failure, the Minor code would indicate which memory chip is at fault. ; ; D7.L -> The Major error code - to be displayed on the first row. ; D6.L -> The Minor error code - to be displayed on the second row. CritErr MOVEM.L A0-A7/D0-D7,SERegs ; save all regs for debug <26Aug85> ; @@@ Generate an error tone here. ; We need to amass the following information about the screen: ; A2 <- pointer to the start of the screen. ; D0.W <- the number of pixels visible vertically. ; D1.W <- the number of pixels visible horizontally. ; D2.W <- the number of bytes per row. ; D3.L <- the number of bytes occupied by the whole screen. IF hasSlotMgr THEN ; <1.2><1.9> WITH spBlock CMP.L #VideoMagic,VideoInfoOK ; Is the video info available? BNE SkipDisplay ; If not, don't display anything. ; get the screen into 1-bit mode, if available. If it's not available, exit to SkipDisplay (as if ; video were not present). Note that the first video mode in the video sRsrc list is not necessarily ; 1-bit mode (although it usually is), so we need to search through the available modes in the ; sRsrc list to find 1-bit. We will also set up the screen size information since the lomems reflect ; the default mode's size and shape. WITH spBlock, vpBlock, VDPageInfo SUBQ #2,SP ; make a parameter block for GetVideoDefault MOVE.L SP,A0 ; get a pointer to it _GetVideoDefault ; get the slot number of the default video card MOVE.B (A0)+,D0 ; get the slot number SUBA #spBlockSize-2,SP ; allocate spBlock (and eliminate the 2 bytes from GetVideoDefault) MOVE.L SP,A0 ; point to the parameter block MOVE.B D0,spSlot(A0) ; get info for the default slot CLR.W spID(A0) ; zero the spID.B,spExtDev.B MOVE.W #CatDisplay,spCategory(A0) ; look for this slot's card MOVE.W #TypVideo,spCType(A0) MOVE.W #DrSwApple,spDrvrSW(A0) MOVE.B #1,spTBMask(A0) ; mark spDrvrHw field as donΥt care _sNextTypesRsrc ; get the spsPointer BNE.S @OhOh1 ; if error, then don't display anything ; save the spsPointer for the video sRsrc list for later MOVE.L spsPointer(A0),-(SP) ; save the spsPointer MOVE.W #$80,D3 ; setup D3 with the default video mode spID @GetLoop MOVE.B D3,spID(A0) ; look for video mode info _sFindStruct ; get pointer to this mode's structure BNE.S @OhOh ; if there was an error, then there is no 1-bit mode on this card MOVE.B #mVidParams,spID(A0) ; get the device parameter block _SGetBlock ; MOVE.L spResult(A0),A1 ; get pointer to device pixmap-like thing CMP.W #1,vpPixelSize(A1) ; is this one-bit mode? BEQ.S @GotIt ; if it is, then continue with setup ADDQ #1,D3 ; increment to the next mode MOVE.L (SP),spsPointer(A0) ; point back to video sRsrc list BRA.S @GetLoop ; and continue ; if we get here, we either had a card with no 1-bit mode, or memory has been catastrophically wiped out @OhOh ADDA #4,SP ; get rid of the spsPointer on stack @OhOh1 ADDA #spBlockSize,SP ; get rid of the spBlock on stack BRA SkipDisplay ; and hop out ; if we get here, then A1 is a pointer to the device pixmap (in vpBlock form), and D3 has the mode number @GotIt SUBA #IOVQElSize+12-spBlockSize-4,SP ; allocate an iopb and VDPageInfo, less the spBlock and saved spsPointer LEA IOVQElSize(SP),A0 ; get pointer to video parameter block MOVE.W D3,csMode(A0) ; insert id for 1-bit mode CLR.L csData(A0) ; clear the data field CLR.W csPage(A0) ; select page zero CLR.L csBaseAddr(A0) ; clear the result MOVE.L A0,csParam(SP) ; point the IOPB to this block MOVE.L SP,A0 ; get IOPB pointer in A0 CLR.L ioCompletion(A0) ; no completion routine CLR.W ioVRefNum(A0) ; no volume refnum MOVE.L DeviceList,A2 ; get the boot device's gdevice handle (boot always first) MOVE.L (A2),A2 ; get pointer to gdevice MOVE.W gdRefNum(A2),ioRefNum(A0) ; set up refnum MOVE.W #cscSetMode,csCode(A0) ; make it a SetMode call _Control ; set 1-bit mode Move.l csParam(A0),A2 ; Get a pointer to our parameters Tst.l csBaseAddr(A2) ; If it didn't get updated Beq.s @1 ; don't update the screen base Move.l csBaseAddr(A2),ScrnBase ; Update screen base with @1 ; we need to set the color table, too, since SetEntries turns everything to gray MOVE.L csParam(A0),A2 ; point to parameter block LEA TinyTable,A3 ; get pointer to tiny black and white cSpecArray MOVE.L A3,csTable(A2) ; put cSpecArray in the parameter block MOVE.W #0,csStart(A2) ; sequential blast MOVE.W #1,csCount(A2) ; of black and white MOVE.W #cscSetEntries,csCode(A0) ; _Control ADDA #IOVQElSize+12,SP ; release the IOPB and video parameter block ; update some registers for upcoming code MOVE.W bottom+vpBounds(A1),-(SP) ; number of lines (can't put in D0 yet) MOVE.W right+vpBounds(A1),D1 ; number of columns MOVE.W vpRowBytes(A1),D2 ; rowbytes for 1-bit mode MOVE.L A1,A0 ; move sBlock ptr to A0 _DisposPtr ; release this block MOVE.W (SP)+,D0 ; get number of lines in D0 ENDWITH ; ELSE MOVE.W ColLines,D0 ; number of pixels vertically. <1.9> MOVE.W RowBits,D1 ; number of pixels horizontally. <1.9> MOVE.W ScreenRow,D2 ; number of bytes between scan lines. <1.9> ENDIF ; a couple of the lomems actually ARE correct for all machine types! MOVE.L ScrnBase,A2 ; Find the start of the screen MOVE.L ScreenBytes,D3 ; total number of bytes in screen ; Calculate the screen address (in 1-bit B&W mode) of the top-left <1.8> moved inline ; corner where the sad Mac icon should be blasted onto the screen. ; This routine is the evil spawn of CalcIconTL which used to be ; in StartInit.a. It's moved here and became register-based to do ; the right thing in more situations. MOVEM.L D0/D1/A2,-(SP) ; preserve some registers LSR.W #1,D0 ; divide number of rows by 2 SUB #22,D0 ; adjust for icon (Vert) (where did this number come from?) BSET #0,D0 ; align it MULU D2,D0 ; convert to number of bytes offset ADDA.L D0,A2 ; move halfway down the screen LSR.W #4,D1 ; # of bytes horizontally divided by 2 (one-bit mode, remember?) SUBQ.W #2,D1 ; adjust for icon (Horiz) ADDA.W D1,A2 ; Move halfway across the screen MOVE.L A2,IconTLAddr ; Save pointer MOVEM.L (SP)+,D0/D1/A2 ; <1.8> moved inline ; A3 <- pointer to the center of the screen. MOVE.L A2,A3 ; Point to the start of the screen. LSR.W #1,D0 ; Divide number of rows by 2. MULU D2,D0 ; Convert to number of bytes offset. ADDA.L D0,A3 ; Move halfway down the screen. LSR.W #4,D1 ; # of bytes horizontally divided by 2 ADDA.W D1,A3 ; Move halfway across the screen. ; Okay, here are the values we still consider important at this point: ; ; A2 = pointer to the start of the screen. ; A3 = pointer to the center of the screen. ; D2.W = the number of bytes per row. ; D3.L = the number of bytes occupied by the whole screen. ;----------------------------- ; Fill the screen with black. ;----------------------------- LSR.L #2,D3 ; Compute number of longs on screen. MOVEQ #-1,D0 ; This should be black. @FillLoop MOVE.L D0,(A2)+ ; Fill a long. SUBQ.L #1,D3 ; Countdown. BHI.S @FillLoop ; Loop until done. ; Okay, here are the values we still consider important at this point: ; ; A3 = pointer to the center of the screen. ; D2.W = the number of bytes per row. ;--------------------- ; Display Major code. ;--------------------- MOVE.L A3,A2 ; Start at the center of the screen. MOVEQ #24,D0 ; compute the length of 24 lines <1.3> MULU D2,D0 ; <1.3> ADD.L D0,A2 ; Move down 24 lines. SUBQ #32/8,A2 ; Move left 32 pixels (4 tiny characters). <1.3> MOVE.L D7,D0 ; Get major code. MOVEQ #8-1,D4 ; (number of chars to display) - 1 <1.3> BSR6 FailData ; Plot the major code at this position ;--------------------- ; Display Minor code. ;--------------------- MOVE.L A3,A2 ; Start at the center of the screen. MOVEQ #36,D0 ; compute the length of 36 lines <1.3> MULU D2,D0 ; <1.3> ADD.L D0,A2 ; Move down 36 lines. SUBQ #32/8,A2 ; Move left 32 pixels (4 tiny characters). <1.3> MOVE.L D6,D0 ; Get minor code. MOVEQ #8-1,D4 ; (number of chars to display) - 1 <1.3> BSR6 FailData ; plot the major/minor codes ;----------------- ; Display Sad Mac ;----------------- BSR6 DeadMac ; plot the dead Mac icon SkipDisplay BRA.S * TinyTable DC.W $0000,$FFFF,$FFFF,$FFFF ; whiteColor DC.W $0000,$0000,$0000,$0000 ; black *************** * Subroutines * *************** ;----------------------------------------------------------------------------- ; Display a failure code as a series of hex characters on the screen. ; ; *** Called by BSR6 *** ; ; D0.L -> the nybbles to display - left justified ; D2.W -> number of bytes between scan lines ; D4.W -> number of hex characters of D0 to display ; A2 -> pointer to screen area to put characters ; A6 -> return address (we don't want to use any RAM, now do we?) ; ; Destroys D0-D1/D3-D5/A1/A2. ; ;----------------------------------------------------------------------------- FailData FailLoop ROL.L #4,D0 ; get nibble in low order MOVEQ #$0F,D5 ; isolate the lower nibble <1.3> AND.B D0,D5 ; in the working register <1.3> MULU #3,D5 ; 3 bytes per digit LEA numFont(D5),A1 ; point to start of digit's map MOVEQ #$C3-256,D1 ; now mask off extras with $C3 <1.3> MOVEQ #3-1,D3 ; <1.3> chLoop MOVE.B (A1),D5 ; get the next byte LSR #2,D5 ; get high nibble OR D1,D5 MOVE.B D5,(A2) ADD D2,A2 ; next scan line MOVE.B (A1)+,D5 ; get the next byte LSL #2,D5 ; get low nibble OR D1,D5 MOVE.B D5,(A2) ADDA.W D2,A2 ; Move to the next scan line. DBRA D3,chLoop ; Loop until character is done. MOVEQ #6,D1 ; calculate 6*[bytes/row] <1.3> MULU D2,D1 ; <1.3> SUBA.L D1,A2 ; move back to the top of this character <1.3> ADDQ.W #1,A2 ; point to the next character's position <1.3> DBRA D4,FailLoop ; loop until all characters are drawn JMP (A6) ; return to caller ;---------------------------------------------------------------------------- ; The digits 0-F are 4x6 bitmaps stored as 3 bytes/digit ;---------------------------------------------------------------------------- numFont DC.B $96,$42,$69 ; 0 DC.B $B3,$BB,$B1 ; 1 DC.B $96,$ED,$B0 ; 2 DC.B $0E,$9E,$69 ; 3 DC.B $66,$60,$EE ; 4 DC.B $07,$1E,$69 ; 5 DC.B $87,$16,$69 ; 6 DC.B $0E,$DD,$BB ; 7 DC.B $96,$96,$69 ; 8 DC.B $96,$68,$E1 ; 9 DC.B $96,$60,$66 ; A DC.B $16,$16,$61 ; B DC.B $87,$77,$78 ; C DC.B $16,$66,$61 ; D DC.B $07,$17,$70 ; E DC.B $07,$17,$77 ; F ;---------------------------------------------------------------------------- (rewritten) <1.3> ; DeadMac is used by all systems to display an icon indicating the Mac ; has died at boot time, following power on tests. ; ; Called by BSR6 ; ; D2.W contains rowbytes on entry ; ; Registers used: D1,D2,A0,A2 ; ;---------------------------------------------------------------------------- DeadMac LEA SadMacIcon,A0 ;point to the "Sad Mac" icon <1.3> MOVE.L IconTLAddr,A2 ; figure out where the topLeft corner is <1.3> MOVEQ #6,D1 ; move the icon down 6 lines <1.9> MULU D2,D1 ; <1.9> ADDA.L D1,A2 ; <1.3><1.9> SUBQ.W #4,D2 ; adjust for auto-increment in blit loop <1.9> MOVEQ #32-1,D1 ; set up counter <1.9> @BlastIcon MOVE.L (A0)+,(A2)+ ; copy one scanline of the icon ADDA.W D2,A2 ; move down to the next screen line <1.3><1.9> DBRA D1,@BlastIcon ; keep looping until all 32 lines are copied<1.3><1.9> RTS6 ; return to caller <1.3> ;_______________________________________________________________________ ; ; Routines PutIcon,PutIcon1 are used to display a compressed icon on ; the screen. They are based on Steve Capps' bitmap compression technique. ; ; Arguments: A2 = screen address ; A3 = Ram offset pointer ; A4 = address of icon ; A6 = holds return address ; ; Called by BSR6 ; ; Registers used: D2,D3,D4,A0,a1,A2,A4 ;_______________________________________________________________________ PutIcon MOVEQ #16-1,D3 ; There are 16 octals in an icon <1.3> UNCOMP1 MOVE.L A2,A0 ; save screen start address MOVEQ #4-1,D2 ; reset row bytes counter <1.3> UILOOP MOVE #$100,D4 ; prime D0 for 8 bit count count MOVE.B (A4)+,D4 ; load map byte from compressed image MLOOP LSR.W #1,D4 ; shift off map bit BEQ.S DONE ; byte done when = 0 BCC.S IBLACK ; dispatch on the bit CLR.B (A2)+ ; store zero in new BRA.S CHECK ; continue for all 8 bits IBLACK MOVE.B (A4)+,(A2)+ ; store byte in new CHECK DBF D2,MLOOP ; see if on scanline seam (every 4 bytes) ADDA ScreenRow,A2 ; bump to next scanline SUBQ #4,A2 ; MOVEQ #3,D2 ; reset row bytes counter BRA.S MLOOP ; continue for all 8 bits DONE DBF D3,UILOOP ; do the rest of the octals in ICON ; Now unXOR the icon on the screen MOVE.L A0,A1 ; second pointer MOVEQ #31-1,D3 ; do 31 scanlines <1.3> XLOOP ADDA ScreenRow,A1 ; bump to next scanline MOVE.L (A0),D4 ; get long from previous scanline EOR.L D4,(A1) ; xor into this scanline MOVE.L A1,A0 ; "add" rowBytes to a2 DBF D3,XLOOP RTS6 ; "Sad Mac" icon for when the Mac croaks (this is new as of <1.3>) SadMacIcon DC.L $FFFFFFFF ; ₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯ DC.L $F800003F ; ₯₯₯₯₯ ₯₯₯₯₯₯ DC.L $F000001F ; ₯₯₯₯ ₯₯₯₯₯ DC.L $F1FFFF1F ; ₯₯₯₯ΚΚΚ₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯ΚΚΚ₯₯₯₯₯ DC.L $F200009F ; ₯₯₯₯ΚΚ₯ΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F200009F ; ₯₯₯₯ΚΚ₯ΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F228289F ; ₯₯₯₯ΚΚ₯ΚΚΚ₯Κ₯ΚΚΚΚΚ₯Κ₯ΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F210109F ; ₯₯₯₯ΚΚ₯ΚΚΚΚ₯ΚΚΚΚΚΚΚ₯ΚΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F228289F ; ₯₯₯₯ΚΚ₯ΚΚΚ₯Κ₯ΚΚΚΚΚ₯Κ₯ΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F200009F ; ₯₯₯₯ΚΚ₯ΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F204809F ; ₯₯₯₯ΚΚ₯ΚΚΚΚΚΚ₯ΚΚ₯ΚΚΚΚΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F203009F ; ₯₯₯₯ΚΚ₯ΚΚΚΚΚΚΚ₯₯ΚΚΚΚΚΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F200009F ; ₯₯₯₯ΚΚ₯ΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F20FC09F ; ₯₯₯₯ΚΚ₯ΚΚΚΚΚ₯₯₯₯₯₯ΚΚΚΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F210309F ; ₯₯₯₯ΚΚ₯ΚΚΚΚ₯ΚΚΚΚΚΚ₯₯ΚΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F200089F ; ₯₯₯₯ΚΚ₯ΚΚΚΚΚΚΚΚΚΚΚΚΚ₯ΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F200009F ; ₯₯₯₯ΚΚ₯ΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚΚ₯ΚΚ₯₯₯₯₯ DC.L $F1FFFF1F ; ₯₯₯₯ΚΚΚ₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯ΚΚΚ₯₯₯₯₯ DC.L $F000001F ; ₯₯₯₯ ₯₯₯₯₯ DC.L $F000001F ; ₯₯₯₯ ₯₯₯₯₯ DC.L $F000001F ; ₯₯₯₯ ₯₯₯₯₯ DC.L $F000001F ; ₯₯₯₯ ₯₯₯₯₯ DC.L $F3001F9F ; ₯₯₯₯ΚΚ₯₯ΚΚΚΚΚΚΚΚΚΚΚ₯₯₯₯₯₯ΚΚ₯₯₯₯₯ DC.L $F000001F ; ₯₯₯₯ ₯₯₯₯₯ DC.L $F000001F ; ₯₯₯₯ ₯₯₯₯₯ DC.L $F000001F ; ₯₯₯₯ ₯₯₯₯₯ DC.L $F000001F ; ₯₯₯₯ ₯₯₯₯₯ DC.L $FFFFFFFF ; ₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯ DC.L $F800003F ; ₯₯₯₯₯ ₯₯₯₯₯₯ DC.L $F800003F ; ₯₯₯₯₯ ₯₯₯₯₯₯ DC.L $F800003F ; ₯₯₯₯₯ ₯₯₯₯₯₯ DC.L $FFFFFFFF ; ₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯₯ END