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move some parsing code to init now that most data structures are precomputed
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980da73dde
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@ -111,7 +111,6 @@ ResetVector ; 6 bytes, copied to $100
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!source "src/ui.font.a"
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!source "src/ui.font.a"
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!source "src/ui.overlay.a"
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!source "src/ui.overlay.a"
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!source "src/parse.prefs.a"
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!source "src/parse.prefs.a"
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!source "src/parse.common.a"
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!source "src/glue.launch.a"
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!source "src/glue.launch.a"
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!source "src/glue.prorwts2.a"
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!source "src/glue.prorwts2.a"
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!source "src/glue.decompress.a"
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!source "src/glue.decompress.a"
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@ -341,6 +341,7 @@ PrintAsDecimal
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!source "src/hw.accel.a"
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!source "src/hw.accel.a"
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!source "src/hw.vbl.init.a"
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!source "src/hw.vbl.init.a"
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!source "src/parse.common.a"
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!source "src/parse.games.a"
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!source "src/parse.games.a"
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OneTimeSetup
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OneTimeSetup
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@ -7,7 +7,7 @@
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;
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;
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; LC RAM BANK 1
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; LC RAM BANK 1
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; D000..E789 - persistent data structures (gGlobalPrefsStore, gGamesListStore)
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; D000..E789 - persistent data structures (gGlobalPrefsStore, gGamesListStore)
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; E8AD..FFF1 - main program code
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; E95E..FFF1 - main program code
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; FFF2..FFF9 - API functions and global constants available for main program
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; FFF2..FFF9 - API functions and global constants available for main program
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; code, prelaunchers, transition effects, &c.
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; code, prelaunchers, transition effects, &c.
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; (Wait/UnwaitForVBL, MockingboardStuff, MachineStatus)
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; (Wait/UnwaitForVBL, MockingboardStuff, MachineStatus)
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