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Header-ized mem manager, and cleaned up globals.
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@ -1,254 +1,23 @@
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; Memory manager
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; ------------------
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;
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; Memory is managed in variable-sized segments. In each 48kb memory bank (main and aux),
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; a linked list identifies each segment there as well as usage flags to mark free, used,
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; or reserved memory.
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;
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; Memory is marked as used as it is loaded by the loader, but the caller program
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; should free it as soon as the memory is no longer in use. It is very possible that
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; the memory will not be reclaimed right away and could be reinstated as in-use without
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; a loading penalty.
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;
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; Another scenario is that free memory will be relocated to auxiliary banks
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; and potentially later restored to active memory at a later time. Depending on the
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; loader, this might be handled in different ways. Aux memory should be kept open
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; such that memory can still be reclaimed. Extended memory (e.g. RamWorks and slinky
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; ram expansions) can adopt a more linear and predictable model if they are large enough.
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;
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; Loading operations are performed in sets. A set is begun with the START_LOAD call, and
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; subsequent QUEUE_LOAD requests are queued up. The set is then executed with
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; FINISH_LOAD. The purpose of queuing the requests is to allow the disk loader to
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; sort the requests in storage order and thus optimize loading speed. During the period
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; between START_LOAD and FINISH_LOAD, the area in main memory from $4000 to $5FFF is
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; reserved for loader operations. Therefore, if hi-res graphics on page 2 are being
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; displayed, it is important to copy them to page 1 ($2000.3FFF) and switch to that
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; page before queueing any loads.
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;
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; Additional loaders may be inserted between main/aux and the disk loader, to implement
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; caching schemes in extended ram. The goal of using extended ram is to prevent future
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; disk access as much as possible, because even an inefficient o(N) memory search is
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; going to be faster than spinning up a disk.
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;
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; ----------------------------
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; Segment table format in memory:
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; Linked list of segments. Segments are generally indexed by the X register. There is
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; one list of main memory, another list for aux mem. They are intermixed in the segment
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; table space. First segment of main mem is always seg 0; first of aux mem is seg 1.
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;
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; tSegType,x:
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; FF00tttt nnnnnnnn llllllll aaaaaaaa bbbbbbbb
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; F = Flags
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; 7 - Active/Inactive
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; 6 - Locked (cannot be reclaimed for any reason)
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; t = Type of resource (1-15, 0 is invalid)
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; tSegResNum,x:
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; resource number (1-255, 0 is invalid or no resource loaded)
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; tSegAdrLo,x and tSegAdrHi,x:
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; address of segment in memory
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; tSegLink,x:
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; link to next segment
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;
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; Essentially there are three distinct lists. Main mem (starts at seg 0), aux mem
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; (starts at seg 1), and the unused list (starts at segment stored in unusedSeg).
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;
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; There is an extra link associated with each of (main, aux) mem. It's indexed by the
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; Y register (y=0 is main, y=1 is aux):
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;
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; scanStart,y:
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; segment of last successful allocation. Used to quickly pick up for next
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; allocation.
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;
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; -------------------------
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; Page file format on disk:
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; File must be named: GAME.PART.nnn where nnn is the partition number (0-15)
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; File Header:
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; bytes 0-1: Total # of bytes in header (lo, hi)
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; bytes 2-n: Table of repeated resource entries
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; Resource entry:
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; byte 0: resource type (1-15), 0 for end of table
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; byte 1: resource number (1-255)
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; bytes 2-3: number of bytes in resource (lo, hi)
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; The remainder of the file is the data for the resources, in order of their
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; table appearance.
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;
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startMemMgr = $800
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mainLoader = $803
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auxLoader = $806
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; See detailed description in mem.i
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;------------------------------------------------------------------------------
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; Command codes
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;------------------------------------------------------------------------------
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RESET_MEMORY = $10
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; Input: None
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;
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; Output: None
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;
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; Mark all memory as inactive, except the following areas in main memory
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; which are always locked:
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;
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; 0000.01FF: Zero page and stack
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; 0200.02FF: Input buffer and/or scratch space
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; 0300.03FF: System vectors, scratch space
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; 0400.07FF: Text display
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; 0800.0xFF: The memory manager and its page table
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; 2000.5FFF: Hi-res graphics display buffers
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; BF00.BFFF: ProDOS system page
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;
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; Note that this does *not* destroy the contents of memory, so for instance
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; future RECALL_MEMORY commands may be able to re-use the existing contents
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; of memory if they haven't been reallocated to something else.
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;
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; This command is acted upon and then passed on to chained loaders.
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;------------------------------------------------------------------------------
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REQUEST_MEMORY = $11
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; Input: X-reg(lo) / Y-reg(hi) - number of bytes to allocate
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;
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; Output: X-reg(lo) / Y-reg(hi) - address allocated
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;
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; Allocate a segment in the memory space of this loader. If there
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; isn't a large enough continguous memory segment available, the system
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; will be halted immediately with HALT_MEMORY.
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;
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; Normally this command chooses the location of the memory area; if you
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; want to force it to use a particular location, use SET_MEM_TARGET first.
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;
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; To allocate main memory, call the main memory loader. To allocate aux
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; mem, call that loader instead.
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;
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; This command is acted upon immediately and chained loaders are not called.
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;------------------------------------------------------------------------------
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LOCK_MEMORY = $12
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; Input: X-reg(lo) / Y-reg(hi) - address of segment to lock
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;
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; Output: None
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;
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; Locks a previously requested or loaded segment of memory so that it
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; cannot be reclaimed by RESET_MEMORY.
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;
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; This command is acted upon immediately and chained loaders are not called.
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;------------------------------------------------------------------------------
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UNLOCK_MEMORY = $13
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; Input: X-reg(lo) / Y-reg(hi) - address of segment to unlock (must be start
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; of a memory area that was previously locked)
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;
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; Output: None
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;
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; Mark a segment of memory as unlocked, so it can be reclaimed by
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; RESET_MEMORY.
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;------------------------------------------------------------------------------
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SET_MEM_TARGET = $14
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; Input: X-reg(lo) / Y-reg(hi) - address to target
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;
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; Output: None
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;
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; Sets the target address in memory for the next REQUEST_MEMORY or QUEUE_LOAD
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; command. This will force allocation at a specific location instead
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; allowing the loader to choose.
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;
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; This is a one-shot command, i.e. as soon as an allocation is performed,
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; subsequent allocations will revert to their normal behavior.
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;------------------------------------------------------------------------------
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START_LOAD = $15
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; Input: X-reg - disk partition number (0 for boot disk, 1-15 for others)
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;
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; Output: None
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;
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; Marks the start of a set of QUEUE_LOAD operations, that will be
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; acted upon when FINISH_LOAD is finally called.
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;
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; The partition is recorded and passed on to chained loaders.
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;------------------------------------------------------------------------------
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QUEUE_LOAD = $16
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; Input: X-reg - resource type
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; Y-reg - resource number
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;
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; Output: X-reg(lo) / Y-reg (hi) - address the load will occur at
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;
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; This is the main entry for loading resources from disk. It queues a load
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; request, allocating memory to hold the entire resource. Note that
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; the load is only queued; it may not be completed until FINISH_LOAD.
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;
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; Normally this command chooses the location of the memory area; if you
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; want to force it to use a particular location, use SET_MEM_TARGET first.
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;
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; Note that if the data is already in memory (in active or inactive state),
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; it will be activated if necessary and its former location will be
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; returned and no disk access will be queued.
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;
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; The request is either acted upon by this loader, or passed onto the
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; next chained loader. If there is no next loader, a FATAL_ERROR is
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; triggered.
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;------------------------------------------------------------------------------
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FINISH_LOAD = $17
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; Input: None
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;
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; Output: None
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;
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; Completes all prior QUEUE_LOAD requests, clearing the queue. It's the
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; last part of a START_LOAD / QUEUE_LOAD / FINISH_LOAD sequence.
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;
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; This command is acted upon by this loader and passed to chained loaders.
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;------------------------------------------------------------------------------
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FREE_MEMORY = $18
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; Input: X-reg(lo) / Y-reg(hi) - address of segment to mark as free (must
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; be start of a memory area that was previously requested or loaded)
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;
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; Output: None
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;
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; Mark a segment of memory as free, or rather inactive, so that it can be
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; reused. This also clears the lock bit!
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;------------------------------------------------------------------------------
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CHAIN_LOADER = $1E
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; Input: X-reg / Y-reg - pointer to loader (X=lo, Y=hi) to add to chain
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;
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; Output: None
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;
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; Add a loader to the chain just after this loader. The current next
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; loader (if there is one) will be passed to the new loader with another
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; CHAIN_LOADER command.
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;
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; The purpose of a loader chain is to insert faster devices between the
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; main/aux loader (fastest) and the disk loader (slowest). Note that the
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; main mem and aux mem loaders are conceptually one; a chained loader will
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; always be inserted after them, not between them.
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;------------------------------------------------------------------------------
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FATAL_ERROR = $1F
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; Input: X-reg(lo) / Y-reg(hi): message pointer
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;
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; Output: Never returns
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;
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; Switches to text mode, prints out the zero-terminated ASCII error message
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; pointed to by the parameters, plus the call stack, and then halts the
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; system (i.e. it waits forever, user has to press Reset).
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;
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; This command halts and thus never returns.
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;------------------------------------------------------------------------------
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; code begins here
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.org $800
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.include "../include/global.i"
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.include "mem.i"
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; constants
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MAX_SEGS = 96
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; zero page
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reqLen = $6 ; length 2
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resType = $8 ; length 1
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resNum = $9 ; length 1
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isAuxCommand = $A ; length 1
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; zero page temporary variables
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tmp = $2 ; len 2
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pTmp = $4 ; len 2
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reqLen = $6 ; len 2
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resType = $8 ; len 1
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resNum = $9 ; len 1
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isAuxCommand = $A ; len 1
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; memory buffers
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fileBuffer = $4000 ; len $400
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@ -683,7 +452,7 @@ test_load:
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lda #SET_MEM_TARGET
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jsr mainLoader
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DEBUG_STR "Queue load."
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ldx #1 ; TYPE_CODE = 1
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ldx #RES_TYPE_CODE
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ldy #1 ; code resource #1
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lda #QUEUE_LOAD
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jsr mainLoader
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@ -698,7 +467,7 @@ test_load:
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lda #SET_MEM_TARGET
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jsr auxLoader
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DEBUG_STR "Queue load."
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ldx #1 ; TYPE_CODE = 1
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ldx #RES_TYPE_CODE
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ldy #2 ; code resource #2
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lda #QUEUE_LOAD
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jsr auxLoader
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@ -708,10 +477,12 @@ test_load:
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DEBUG_WORD tmp
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DEBUG_LN
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DEBUG_STR "Finish load."
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ldx #0 ; close out
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lda #FINISH_LOAD
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jmp mainLoader
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jsr mainLoader
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rts
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; obsolete test
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; exhaustion test
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DEBUG_STR "Testing memory manager."
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@loop:
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ldx #1
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@ -1149,7 +920,8 @@ disk_queueLoad:
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;------------------------------------------------------------------------------
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disk_finishLoad:
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lda partitionFileRef ; See if we actually queued anything (and opened the file)
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stx @keepOpenChk+1 ; store flag telling us whether to keep open or close
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lda partitionFileRef ; see if we actually queued anything (and opened the file)
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bne :+ ; non-zero means we have work to do
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rts ; nothing to do - return immediately
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: sta @setMarkFileRef ; copy the file ref number to our MLI param blocks
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@ -1164,7 +936,7 @@ disk_finishLoad:
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jsr startHeaderScan ; start scanning the partition header
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@scan:
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lda (pTmp),y ; get resource type byte
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beq @done ; zero = end of header
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beq @keepOpenChk ; zero = end of header
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bmi @load ; hi bit set -> queued for load
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iny ; not set, not queued, so skip over it
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iny
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@ -1173,6 +945,7 @@ disk_finishLoad:
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tax ; save flag ($40) to decide where to read
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and #$F ; mask to get just the resource type
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sta resType ; save type for later
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sta (pTmp),y ; also restore the header to its pristine state
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iny
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lda (pTmp),y ; get resource num
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iny
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@ -1228,13 +1001,16 @@ disk_finishLoad:
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bne @scan ; exactly 64 4-byte entries per 256 bytes
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inc pTmp+1
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bne @scan ; always taken
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@done:
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@keepOpenChk:
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lda #11 ; self-modified to 0 or 1 at start of routine
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beq @keepOpen
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jsr mli ; now that we're done loading, we can close the partition file
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.byte MLI_CLOSE
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.word @closeParams
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bcs @prodosErr
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lda #0 ; zero out...
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sta partitionFileRef ; ... the file reference so we know it's no longer open
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@keepOpen:
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rts
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@prodosErr:
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jmp prodosError
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@ -1,8 +1,10 @@
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; Shared definitions for all modules
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; Zero page temps
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tmp = $2 ; len 2
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pTmp = $4 ; len 2
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; Zero page temporary area. Modules can feel free to use the entire space,
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; but must *not* count on it being preserved when other modules are in
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; control, e.g. when calling other modules, or returning to them.
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zpTempStart = $2 ; 0 and 1 are reserved on c64
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zpTempEnd = $1F
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; Zero page monitor locations
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a2l = $3E
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@ -36,7 +38,7 @@ MLI_GET_EOF = $D1
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MLI_SET_BUF = $D2
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MLI_GET_BUF = $D3
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; I/O locations
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; I/O soft switches
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kbd = $C000
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clrAuxRd = $C002
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setAuxRd = $C003
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@ -23,6 +23,8 @@ BLIT_OFF6 = 24
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BLIT_STRIDE = 29
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; Renderer zero page
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tmp = $4 ; len 2
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pTmp = $6 ; len 2
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pDst = $8 ; len 2
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pTex = $A ; len 2
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pixNum = $C ; len 1
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