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sync and vectorise iAddToPath
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@ -137,6 +137,9 @@ SwitchToBank2
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rts
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!source "src/prodos.path.a" ; paths end up on the same page
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; iAddToPath (label is in constants.a)
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jmp AddToPath ; no direct calling - target can move
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; iLoadFileDirect (label is in constants.a)
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jmp LoadFileDirect ; no direct calling - target can move
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@ -11,8 +11,8 @@
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; ...unused...
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; E000..E3FF - HGR font data
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; ...unused...
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; E7A7..FFEE - main program code
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; FFEF..FFF9 - API functions and global constants available for main program
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; E77E..FFEB - main program code
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; FFEC..FFF9 - API functions and global constants available for main program
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; code, prelaunchers, transition effects, &c.
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; (LoadFileDirect, Wait/UnwaitForVBL, MockingboardStuff, MachineStatus)
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; FFFA..FFFF - NMI, reset, IRQ vectors
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@ -166,6 +166,7 @@ gSearchIndex = $6000
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gSearchCache = $A000
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; LC RAM 1 & 2
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iAddToPath = $FFEC
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iLoadFileDirect = $FFEF ; note: you really want LC RAM 2 banked in before calling this
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WaitForVBL = $FFF2
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UnwaitForVBL = $FFF5
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@ -204,8 +205,6 @@ PRELAUNCH_STANDARD_SIZE = 61 ; LoadStandardPrelaunch, eventually to be d
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iCurBlockLo = $D601 ; constant
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iCurBlockHi = $D603 ; constant
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launchpatch = $D853 ; glue.launch.a
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iAddToPath = $FEB5 ; Roger Rabbit (via prelaunch), avoid, use Infiltrator 2 style instead
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; also Columns (via file in disk image)
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itraverse = $DB42 ; Roger Rabbit, avoid, use Infiltrator 2 style instead
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; also Columns (via file in disk image)
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ldrlo = $55 ; constant
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@ -24,14 +24,7 @@ kRootDirectory=*+1
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ldx #0
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stx gPathname
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; execution falls through here
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!if RELBASE != $2000 {
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!ifdef PASS2 {
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} else { ;PASS2
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!if * != iAddToPath {
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!error "iAddToPath=",*, ", fix constants.a, rebuild prelaunch"
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}
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}
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}
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AddToPath
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+ST16 PTR
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ldy #0
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12
winmake.bat
12
winmake.bat
@ -149,8 +149,10 @@ for %%q in (res\SS\*) do (
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)
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)
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cscript /nologo bin\buildss.js build\SS build\SLIDESHOW.IDX nul build\TOTAL.DATA nul pad >>build\log
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for %%q in (res\ATTRACT\*) do cscript /nologo bin\buildokvs.js %%q build\ATTRACT\%%~nxq >>build\log
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cscript /nologo bin\buildss.js build\ATTRACT build\MINIATTRACT.IDX nul build\TOTAL.DATA nul pad >>build\log
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for %%q in (res\ATTRACT\A* res\ATTRACT\B* res\ATTRACT\C* res\ATTRACT\D* res\ATTRACT\E* res\ATTRACT\F* res\ATTRACT\G* res\ATTRACT\H* res\ATTRACT\I* res\ATTRACT\J* res\ATTRACT\K* res\ATTRACT\L* res\ATTRACT\M*) do cscript /nologo bin\buildokvs.js %%q build\ATTRACT0\%%~nxq >>build\log
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for %%q in (res\ATTRACT\N* res\ATTRACT\O* res\ATTRACT\P* res\ATTRACT\Q* res\ATTRACT\R* res\ATTRACT\S* res\ATTRACT\T* res\ATTRACT\U* res\ATTRACT\V* res\ATTRACT\W* res\ATTRACT\X* res\ATTRACT\Y* res\ATTRACT\Z*) do cscript /nologo bin\buildokvs.js %%q build\ATTRACT1\%%~nxq >>build\log
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cscript /nologo bin\buildss.js build\ATTRACT0 build\MINIATTRACT0.IDX nul build\TOTAL.DATA nul pad >>build\log
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cscript /nologo bin\buildss.js build\ATTRACT1 build\MINIATTRACT1.IDX nul build\TOTAL.DATA nul pad >>build\log
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echo done
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rem
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rem precompute indexed files for graphic effects
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@ -239,7 +241,8 @@ cscript /nologo bin\addfile.js build\DFX.IDX src\index\dfx.idx.a
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cscript /nologo bin\addfile.js build\SFX.IDX src\index\sfx.idx.a
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cscript /nologo bin\addfile.js build\GAMEHELP.IDX src\index\gamehelp.idx.a
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cscript /nologo bin\addfile.js build\SLIDESHOW.IDX src\index\slideshow.idx.a
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cscript /nologo bin\addfile.js build\MINIATTRACT.IDX src\index\miniattract.idx.a
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cscript /nologo bin\addfile.js build\MINIATTRACT0.IDX src\index\miniattract0.idx.a
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cscript /nologo bin\addfile.js build\MINIATTRACT1.IDX src\index\miniattract1.idx.a
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cscript /nologo bin\addfile.js build\TITLE.IDX src\index\title.idx.a
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cscript /nologo bin\addfile.js build\DTITLE.IDX src\index\dtitle.idx.a
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cscript /nologo bin\addfile.js build\HGR0.IDX src\index\hgr0.idx.a
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@ -273,7 +276,8 @@ goto :EOF
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2>nul md build\FX
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2>nul md build\PRELAUNCH.INDEXED
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2>nul md build\PRELAUNCH
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2>nul md build\ATTRACT
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2>nul md build\ATTRACT0
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2>nul md build\ATTRACT1
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2>nul md build\SS
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2>nul md build\GAMEHELP
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1>nul copy nul build\log
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