Initial commit

This commit is contained in:
Lee Fastenau 2019-04-11 23:34:51 -07:00
commit 14bf02cf3d
8 changed files with 366 additions and 0 deletions

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.gitignore vendored Normal file
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*.sublime-workspace
/build
.DS_Store

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include/print Normal file
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print subroutine
pla
sta $06
pla
sta $07
ldy #0
.loop
inc $06
bne .next
inc $07
.next
lda ($06),y
beq .done
ora #$80
jsr COUT
bne .loop
.done
jsr CROUT
inc $06
bne .end
inc $07
.end
jmp ($06)

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include/stdio Normal file
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; Source:
; Assembly Cookbook for the Apple II/IIe part two by Don Lancaster
; https://www.americanradiohistory.com/Archive-Don-Lancaster/aacb2.pdf
WNDLFT EQU $20 ; SCROLL WINDOW LEFT
WNDWDTH EQU $21 ; SCROLL WINDOW WIDTH
WNDTOP EQU $22 ; SCROLL WINDOW TOP
WNDBOT EQU $23 ; SCROLL WINDOW BOTTOM
CH EQU $24 ; CURSOR HORIZONTAL
CV EQU $25 ; CURSOR VERTICAL
GBASL EQU $26 ; LORES BASE LOW
GBASH EQU $27 ; LORES BASE HIGH
BASL EQU $28 ; TEXT BASE LOW
BASH EQU $29 ; TEXT BASE HIGH
HEND EQU $2C ; LORES RIGHT END H LINE
VBOT EQU $2D ; LORES BOTTOM OF V LINE
COLOR EQU $30 ; LORES COLOR
INVFLG EQU $31 ; NORMAL/INVERSE/FLASH (FF,7F,3F)
PROMPT EQU $33 ; HOLDS PROMPT SYMBOL
CSWL EQU $36 ; OUTPUT CHARACTER HOOK LOW
CSWH EQU $37 ; OUTPUT CHARACTER HOOK HIGH
KSWL EQU $38 ; INPUT CHARACTER HOOK LOW
KSWH EQU $39 ; INPUT CHARACTER HOOK HIGH
RNDL EQU $4E ; RANDOM NUMBER LOW
RNDH EQU $4F ; RANDOM NUMBER HIGH
STACK EQU $0100 ; STACK PAGE ACCESS
KEYBUF EQU $0200 ; KEYBUFFER START
DOSWRM EQU $03D0 ; DOS WARM START JMP
DOSCLD EQU $03D3 ; DOS COLD START JMP
DOSFLM EQU $03D6 ; DOS FILE MANAGER JUMP
DOSRWTS EQU $03D9 ; DOS RWTS JUMP
DOSIPRM EQU $03DC ; DOS FILE PARAMETER FIND JUMP
DOSRWLS EQU $03E3 ; DOS RWTS PARAMETER FIND JUMP
DOSHOOK EQU $03EA ; DOS HOOK RECONNECT JUMP
BRK EQU $03F0 ; BREAK ADDRESS (AUTOSTART & 2E ONLY!)
SOFTEV EQU $03F2 ; SOFT RESET (AUTOSTART & 2E ONLY!)
PWRDUP EQU $03F4 ; WARM START EOR CHECKSUM
AMPERV EQU $03F5 ; APPLESOFT "&" JUMP
USRADR EQU $03F8 ; CTRL-Y JUMP
NMI EQU $03FB ; NON-MASKABLE INTERRUPT JUMP
IRQLOC EQU $03FE ; INTERRUPT ADDRESS LOW
TEXTP1 EQU $0400 ; START OF TEXT PAGE ONE
TEXTP2 EQU $0800 ; START OF TEXT PAGE TWO
HIRESP1 EQU $2000 ; START OF HIRES PAGE ONE
HIRESP2 EQU $4000 ; START OF HIRES PAGE TWO
IOADR EQU $C000 ; KEYBOARD INPUT
KBDSTR EQU $C010 ; KEYSTROBE RESET
TAPEOUT EQU $C020 ; CASSETTE OR AUDIO OUT
SPKR EQU $C030 ; SPEAKER CLICK OUTPUT
STROBE EQU $C040 ; GAME CONNECTOR STROBE
TXTCLR EQU $C050 ; GRAPHICS ON SOFT SWITCH
TXTSET EQU $C051 ; TEXT ON SOFT SWITCH
MIXCLR EQU $C052 ; FULL SCREEN SOFT SWITCH
MIXSET EQU $C053 ; MIXED SCREEN SOFT SWITCH
LOWSCR EQU $C054 ; PAGE ONE SOFT SWITCH
HISCR EQU $C055 ; PAGE TWO SOFT SWITCH
LORES EQU $C056 ; LORES SOFT SWITCH
HIRES EQU $C057 ; HIRES SOFT SWITCH
PB4 EQU $C060 ; CASS IN + "FOURTH" PB INPUT "SW3"
PB1 EQU $C061 ; OPEN APPLE + "FIRST" PB INPUT "SW0"
PB2 EQU $C062 ; CLOSED APPLE + "SECOND" PB INPUT "SW1"
PB3 EQU $C063 ; "THIRD" PUSHBUTTON INPUT "SW2"
PDL0 EQU $C064 ; GAME PADDLE 0 ANALOG IN
PDL1 EQU $C065 ; GAME PADDLE 1 ANALOG IN
PDL2 EQU $C066 ; GAME PADDLE 2 ANALOG IN
PDL3 EQU $C067 ; GAME PADDLE 3 ANALOG IN
PTRIG EQU $C070 ; ANALOG PADDLE RESET
STEP00 EQU $C080 ; DISK STEPPER PHASE 0 OFF
STEP01 EQU $C081 ; DISK STEPPER PHASE 0 ON
STEP10 EQU $C082 ; DISK STEPPER PHASE 1 OFF
STEP11 EQU $C083 ; DISK STEPPER PHASE 1 ON
STEP20 EQU $C084 ; DISK STEPPER PHASE 2 OFF
STEP21 EQU $C085 ; DISK STEPPER PHASE 2 ON
STEP30 EQU $C086 ; DISK STEPPER PHASE 3 OFF
STEP31 EQU $C087 ; DISK STEPPER PHASE 3 ON
MOTON EQU $C088 ; DISK MAIN MOTOR OFF
MOTOFF EQU $C089 ; DISK MAIN MOTOR ON
DRV0EN EQU $C08A ; DISK ENABLE DRIVE 1
DRV1EN EQU $C08B ; DISK ENABLE DRIVE 2
Q6CLR EQU $C08C ; DISK Q6 CLEAR
Q6SET EQU $C08D ; DISK 06 SET
Q7CLR EQU $C08E ; DISK 07 CLEAR
Q7SET EQU $C08F ; DISK 07 SET
BASICLD EQU $E000 ; ENTER BASIC COLD
BASICWM EQU $E003 ; RE-ENTER BASIC WARM
HGR2 EQU $F3D8 ; APPLESOFT CLEAR TO HIRES 2
HGR EQU $F3E2 ; APPLESOFT CLEAR TO HIRES 1
BKGND EQU $F3F4 ; APPLESOFT HIRES BACKGROUND CLEAR
HCOLOR EQU $F6F0 ; APPLESOFT HIRES COLOR SELECT
HPOSN EQU $F411 ; APPLESOFT HIRES POSITION
HPLOT EQU $F457 ; APPLESOFT HIRES PLOT
PLOT EQU $F800 ; PLOT LORES BLOCK
HLINE EQU $F819 ; HORIZ LORES LINE
VLINE EQU $F828 ; VERTICAL LORES LINE
CLRSCR EQU $F832 ; CLEAR FULL LORES SCREEN
CLRTOP EQU $F836 ; CLEAR TOP LORES SCREEN
GBSCALC EQU $F847 ; LORES BASE CALCULATION
NEXTCOL EQU $F85F ; INCREASE LORES COLOR BY 3
SETCOL EQU $F864 ; SET LORES COLOR
SCRN EQU $F871 ; READ LORES SCREEN COLOR
PRNTAX EQU $F941 ; OUTPUT A THEN X. AS HEX
PRBLNK EQU $F948 ; OUTPUT 3 SPACES VIA BOOKS
PRBL2 EQU $F94A ; OUTPUT X BLANKS VIA HOOKS
REGDSP EQU $FAD7 ; DISPLAY WORKING REGISTERS
PREAD EQU $FB1E ; READ GAME PADDLE X
INIT EQU $FB2F ; INITIALIZE TEXT SCREEN
SETTXT EQU $FB93 ; SET UP TEXT SCREEN (NOT 2E!)
SETGR EQU $FB40 ; SET UP GRAPHICS SCREEN
SETWND EQU $FB4B ; SET NORMAL TEXT WINDOW
BASCALC EQU $FBC1 ; CALCULATE TEXT BASE ADDRESS (NOT 2E!}
BELL1 EQU $FBD9 ; BEEP SPEAKER IF CTRL-G
BELL2 EQU $FBE4 ; BEEP SPEAKER ONCE
ADVANCE EQU $FBF4 ; TEXT CURSOR ONE TO RIGHT
VIDOUT EQU $FBFD ; OUTPUT ASCII TO SCREEN ONLY
BS EQU $FC10 ; BACKSPACE SCREEN
UP EQU $FC1A ; MOVE SCREEN CURSOR UP ONE LINE
VTAB EQU $FC22 ; VERTICAL SCREEN TAB USING CV
VTABA EQU $FC24 ; VERTICAL SCREEN TAB USING A
ESC1 EQU $FC66 ; PROCESS ESCAPE CURSOR MOVES
CLREOP EQU $FC42 ; CLEAR TO END OF PAGE
HOME EQU $FC58 ; CLEAR TEXT SCREEN AND HOME CURSOR
CR EQU $FC62 ; CARRIAGE RETURN TO SCREEN
LF EQU $FC66 ; LINEFEED TO SCREEN ONLY
SCROLL EQU $FC70 ; SCROLL TEXT SCREEN UP ONE
CLEOL EQU $FC9C ; CLEAR TEXT TO END OF LINE
WAIT EQU $FCA8 ; TIME DELAY SET BY ACCUMULATOR
RDKEY EQU $FD0C ; GET INPUT CHARACTER VIA HOOKS
KEYIN EQU $FD1B ; READ THE APPLE KEYBOARD
RDCHAR EQU $FD35 ; GET KEY AND PROCESS ESC A-F
CANCEL EQU $FD62 ; CANCEL KEYBOARD LINE ENTRY
GETLNZ EQU $FD67 ; CR THEN GET KEYBOARD INPUT LINE
GETLN EQU $FD6A ; GET KEYBOARD INPUT LINE
GETLN1 EQU $FD6F ; GET KBD INPUT, NO PROMPT
CROUT1 EQU $FD8B ; CLEAR EOL THEN CR VIA BOOKS
CROUT EQU $FD8E ; OUTPUT CR VIA HOOKS
PRBYTE EQU $FDDA ; OUTPUT FULL A IN HEX TO HOOKS
PRHEX EQU $FDE3 ; OUTPUT LOW A IN HEX TO HOOKS
COUT EQU $FDED ; OUTPUT CHARACTER VIA HOOKS
COUT1 EQU $FDF0 ; OUTPUT CHARACTER TO SCREEN
MOVE EQU $FE2C ; MOVE BLOCK OF MEMORY
VERIFY EQU $FE36 ; VERIFY BLOCK OF MEMORY
LIST EQU $FE5E ; DISASSEMBLE 20 INSTRUCTIONS
LIST2 EQU $FE63 ; DISASSEMBLE •A• INSTRUCTIONS
SETINV EQU $FE80 ; PRINT INVERSE TEXT TO SCREEN
SETNORM EQU $FE84 ; PRINT NORMAL TEXT TO SCREEN
SETVID EQU $FE93 ; GRAB OUTPUT HOOKS FOR SCREEN
XBASIC EQU $FEB0 ; GO BASIC, DESTROYING OLD
BASCON EQU $FEB3 ; GO BASIC, CONTINUING OLD
TRACE EQU $FEC2 ; START TRACING (OLD ROM ONLY!)
STEP EQU $FEC4 ; SINGLE STEP (OLD ROM ONLY!)
WRITE EQU $FECD ; WRITE TO CASSETTE TAPE
READ EQU $FEFD ; READ FROM CASSETTE TAPE
PRERR EQU $FF2D ; PRINT "ERR" TO OUTPUT HOOK
BELL EQU $FF3A ; OUTPUT BELL TO HOOKS
IORESR EQU $FF3F ; RESTORE ALL WORKING REGISTERS
IOSAVE EQU $FF4A ; SAVE ALL WORKING REGISTERS
RETURN EQU $FF58 ; "GUARANTEED" RETURN
OLDRST EQU $FF59 ; OLD RESET, NO AUTOSTART
MON EQU $FF65 ; ENTER MONITOR AND BEEP SPEAKER
MONZ EQU $FF69 ; ENTER MONITOR QUIETLY
GETNUM EQU $FFA7 ; ASCII TO HEX IN 3E & 3F
; *** HOOKS FOR 2E ONLY! ***
CLRSOCO EQU $C000 ; SO STORE OFF (WRITE ONLY)
SETSOCO EQU $C001 ; SO STORE ON (WRITE ONLY)
RAMRDMN EQU $C002 ; READ MAIN MEMORY (WRITE ONLY)
RAMRDAX EQU $C003 ; READ AUXILIARY MEMORY (WRITE ONLY)
RAMWRMN EQU $C004 ; WRITE MAIN MEMORY (WRITE ONLY)
RAMWRAX EQU $C005 ; WRITE AUXILIARY MEMORY (WRITE ONLY)
SLOTXRM EQU $C006 ; INTERNAL ROM AT CXOO (WRITE ONLY)
SLOTXEX EQU $C007 ; SLOT ROM AT CXOO (WRITE ONLY)
MAINZP EQU $C008 ; USE MAIN ZERO PAGE (WRITE ONLY)
ALTZP EQU $C009 ; USE ALTERNATE ZERO PAGE (WRITE ONLY)
SLOT3RM EQU $C00A ; SLOT #3 INTERNAL ROM (WRITE ONLY)
SLOT3EX EQU $C00B ; SLOT #3 EXTERNAL ROM (WRITE ONLY)
OFFSOCL EQU $C00C ; TURN 80 COLUMN OFF (WRITE ONLY)
ONSOCOL EQU $C00D ; TURN 80 COLUMN ON (WRITE ONLY)
ALTCSOF EQU $C00E ; USE MAIN CHARACTER SET (WRITE ONLY)
ALTCSON EQU $C00F ; USE ALT CHARACTER SET (WRITE ONLY)
RAMRDS EQU $C013 ; 1 READ RAMREAD SWITCH (READ ONLY)
RAMWTS EQU $C014 ; , READ RAMWRITE SWITCH (READ ONLY)
SLTCXS EQU $C015 ; , READ SLOT CX SWITCH (READ ONLY)
ALTZPS EQU $C016 ; , READ ZERO PAGE SWITCH (READ ONLY)
SLTC3S EQU $C017 ; READ SLOT C3 SWITCH (READ ONLY)
S80STR EQU $C018 ; READ 80STORE SWITCH (READ ONLY)
VBL EQU $C019 ; VERT. BLANKING >80=BLANK (READ ONLY)
TEXTS EQU $C01A ; READ TEXT SWITCH (READ ONLY)
MIXEDS EQU $C01B ; READ MIXED GR SWITCH (READ ONLY)
PAGE2S EQU $C01C ; READ PAGE 2 SWITCH (READ ONLY)
HIRESS EQU $C01D ; READ HIRES SWITCH (READ ONLY)
ALTCSS EQU $C01E ; READ ALTCHAR SET SWITCH (READ ONLY)
S80COL EQU $C01F ; READ 80 COLUMN SWITCH (READ ONLY)
RB2RAM EQU $C080 ; READ BANK 2 RAM
WB2RAM EQU $C081 ; WRITE BANK 2 RAM, READ ROM
RROM EQU $C082 ; READ ROM ONLY, NO WRITE
RWRAM2 EQU $C083 ; READ & WRITE RAM2 (HIT TWICE!)
RRAM1 EQU $C088 ; READ BANK1 RAM
WRAM1 EQU $C0B9 ; WRITE BANK1 RAM, READ ROM
RB1ROM EQU $C08A ; READ BANK1 ROM
RWRAM1 EQU $C08B ; READ & WRITE RAM1 (HIT TWICE!)

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main.sublime-project Normal file
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{
"folders":
[
{
"path": "."
}
],
"settings":
{
"tab_size": 8
},
"build_systems":
[
{
"name": "Make - Disk",
"working_dir": "${project_path:${folder}}",
"shell_cmd": "make disk"
},
{
"name": "Run",
"working_dir": "${project_path:${folder}}",
"shell_cmd": "make run"
}
]
}

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# The name of the destination disk image
IMAGE_TARGET = main.dsk
# Apple II command issued by the "run" recipe after booting the disk image.
RUN_CMD = "BRUN MAIN"
# Paths and flags for build/processing applications
DASM = dasm
DASM_FLAGS = -v0 -f2
AC = java -jar /usr/local/bin/ac.jar
# Source folder. All files in this folder will produce an object file (No subfolders)
SDIR = ./src
# Include folder. Changes to files in this folder will invalidate the current build (No subfolders)
IDIR = ./include
# Output folder for build product
BDIR = ./build
# Resource folder. Contains any resources required by this makefile. (No subfolders.)
RDIR = ./res
# Path to the runner script
RUNNER = osascript $(RDIR)/runner.scpt
# Paths to source files
SRC_FILES = $(shell ls $(SDIR))
ASM_FILES = $(filter %.asm,$(SRC_FILES))
# BAS_FILES = $(filter %.bas,$(SRC_FILES))
SRC = $(patsubst %,$(SDIR)/%,$(ASM_FILES))
# Paths to include files
_DEPS = $(shell ls $(IDIR))
DEPS = $(patsubst %,$(IDIR)/%,$(_DEPS))
# Destination paths to object files
OBJ = $(patsubst %.asm,$(BDIR)/%,$(ASM_FILES))
# Path to disk image
IMAGE = $(abspath $(BDIR)/$(IMAGE_TARGET))
# Path to the blank bootable disk image
BOOTIMAGE = $(RDIR)/dos3.3bootable.dsk
# Shell commands to copy object files to the disk image
COPY_OBJ = $(foreach FN,$(OBJ),$(AC) -cc65 $(IMAGE) "$(shell echo $(notdir $(FN)) | tr a-z A-Z | tr '_' ' ')" B < $(FN);)
.PHONY: clean all disk run
# Build all object files
all: $(OBJ)
$(OBJ): $(DEPS) $(SRC)
@mkdir -p $(BDIR)
$(eval OBJNAME = $(notdir $@))
$(eval SRCPATH = $(patsubst %,$(SDIR)/%.asm,$(OBJNAME)))
$(eval LSTPATH = $(BDIR)/$(OBJNAME).lst)
$(DASM) $(SRCPATH) -o$@ -l$(LSTPATH) $(DASM_FLAGS)
# Create disk image
disk: $(IMAGE)
$(IMAGE): $(OBJ)
cp $(BOOTIMAGE) $(IMAGE)
$(COPY_OBJ)
# Delete all build output
clean:
@rm -rf $(BDIR)
@echo All clean.
# Boot disk image in emulator
run: $(IMAGE)
$(RUNNER) $(IMAGE) $(RUN_CMD)
@echo Running...

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res/dos3.3bootable.dsk Normal file

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src/main.asm Normal file
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processor 6502
incdir "include"
seg main
org $c00
main subroutine
jsr HOME
jsr print
byte "YOUR PROGRAM WORKED!",0
jsr print
byte '","CALL ",[main]d,'"," TO RUN AGAIN.",0
jmp DOSWRM
; ****************************************
; includes
; ****************************************
include "stdio"
include "print"