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@@ -11,12 +11,25 @@
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; - gFXIndex ; [byte] numeric index of HGR transition effect
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; - gDFXIndex ; [byte] numeric index of DHGR transition effect
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;------------------------------------------------------------------------------
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; AttractMode
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; main entry point for Mega Attract Mode, which cycles through modules listed
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; in ATTRACT.CONF to provide pretty visual effects and snippets of self-running
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; self-terminating game demos
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;
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; in: gGlobalPrefsStore must be initialized
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; out: exits to caller (note that some attract mode modules never return but
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; instead call |Reenter|, in which case this routine technically never
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; returns)
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; if this routine returns, everything is clobbered (zero page, main
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; memory, unused portions of the stack page, all registers, all flags)
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;------------------------------------------------------------------------------
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AttractMode
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jsr LoadFile ; load attract-mode configuration into $8000
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jsr LoadFile ; load attract-mode configuration file at $8000
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!word kAttractModeConfFile
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jsr ParseKeyValueList ; parse attract-mode configuration into $6000
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jsr ParseKeyValueList ; parse attract-mode configuration into OKVS data structure at $6000
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!word gAttractModeStore
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!word ldrlo2 ; (ldrlo2) points to last load address
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!word ldrlo2 ; (ldrlo2) points to last load address, so $8000
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!byte 0
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jsr okvs_get ; get next attract-mode module from prefs
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@@ -63,7 +76,7 @@ gAttractIndex
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jsr okvs_get
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!word gAttractModeStore
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@key !word $FDFD
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@key !word $FDFD ; SMC
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+STAY PTR
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jsr @RunNextAttractModule
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@@ -75,17 +88,16 @@ gAttractIndex
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ldy #1
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lda (PTR),y
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and #$0F
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cmp #$03
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bne @Slideshow
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; Self-running demos are loaded into main memory and executed.
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; Each binary has been patched to quit on any key and jump back
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; to the |Reenter| entry point.
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; All demos are strictly 48K / main memory. No demo uses the
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; language card or auxiliary memory.
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; Self-running demos are loaded into main memory and executed.
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; Each binary has been patched to quit on any key and jump back
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; to the |Reenter| entry point.
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; All demos are strictly 48K / main memory. No demo uses the
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; language card or auxiliary memory.
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jsr Home ; clear text screen and switch to it during loading
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; to avoid seeing executable code load into the HGR page
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+LOAD_PATH kDemoDirectory
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ldy gPathname
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iny
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@@ -109,14 +121,14 @@ gAttractIndex
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dex
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bpl -
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ldx #(end_promote-promote-1)
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- lda promote,x ; copy tiny ProDOS to main memory
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- lda promote,x ; copy ProDOS shim to main memory
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sta $bf00,x
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dex
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bpl -
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jmp $106 ; jump to pre-launch code
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@Slideshow ; HGR or DHGR slideshow
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pha ; save module type (1=HGR, 2=DHGR)
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pha ; save module type (1=HGR title, 2=HGR action, 3=DHGR title)
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+LOAD_FILE kAttractModeSlideshowDirectory, @key
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@@ -127,36 +139,54 @@ gAttractIndex
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pla ; restore module type
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cmp #$01
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beq @HGRSlideshow
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beq @HGRTitleSlideshow
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cmp #$02
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beq @HGRActionSlideshow
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@DHGRSlideshow
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@DHGRTitleSlideshow
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bit MachineStatus ; only run DHGR slideshow if we have 128K
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bvc @exit
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jsr LoadDHGRTransition ; load transition effect code at $6000
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jsr BlankDHGR ; switch to DHGR mode with initial blank screen
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jsr okvs_iter ; cycle through all listed DHGR files
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!word gSlideshowStore
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!word DHGRLoad ; address of callback (called on each file)
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jmp BlankHGR ; switch back to HGR mode with initial blank screen
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!word DHGRTitleCallback ; address of callback (called on each file)
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jmp BlankHGR ; switch back to HGR mode with initial blank screen on exit
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@HGRSlideshow
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jsr LoadTransition ; load transition effect code at $6000
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@HGRTitleSlideshow
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jsr LoadHGRTransition ; load transition effect code at $6000
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jsr okvs_iter ; cycle through all listed HGR files
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!word gSlideshowStore
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!word HGRLoad ; address of callback (called on each file)
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@exit rts
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!word HGRTitleCallback ; address of callback (called on each file)
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@exit rts ; exit with last picture still visible
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@HGRActionSlideshow
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jsr LoadHGRTransition ; load transition effect code at $6000
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jsr okvs_iter ; cycle through all listed HGR files
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!word gSlideshowStore
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!word HGRActionCallback ; address of callback (called on each file)
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rts ; exit with last picture still visible
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kAttractModeConfFile
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!byte @kAttractModeConfFile_e-@kAttractModeConfFile_b
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@kAttractModeConfFile_b
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!byte @kAttractModeConfFile_e-*-1
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!text "ATTRACT.CONF"
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@kAttractModeConfFile_e
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;------------------------------------------------------------------------------
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; internal functions
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HGRLoad
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; in: A/Y contains address of filename
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;------------------------------------------------------------------------------
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; HGRTitleCallback
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; callback called by okvs_iter on gSlideshowStore
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; to load and display a single HGR title screenshot
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; in: A/Y contains address of filename (name only, path is always /HGR/)
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; X contains 0-based index of the current record in gSlideshowStore
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; out: all registers and flags clobbered
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; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
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; $2000..$BFFF clobbered by graphics data and transition code
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;------------------------------------------------------------------------------
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HGRTitleCallback
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ldx $C000
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bpl +
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rts
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@@ -164,15 +194,107 @@ HGRLoad
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+STAY PTR
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; load HGR screenshot at $4000
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+LOAD_FILE kHGRScreenshotDirectory, PTR
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+LOAD_FILE kHGRTitleDirectory, PTR
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; jsr LoadTransition ; uncomment this line to load a new transition on every picture
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jsr $6000 ; call transition effect code to display picture
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jmp WaitOnScreenshot
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jmp ExecuteTransition ; call transition effect code to display picture
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DHGRLoad
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; in: A/Y contains address of filename
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;------------------------------------------------------------------------------
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; HGRActionCallback
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; callback called by okvs_iter on gSlideshowStore
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; to load and display a single HGR action screenshot
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; in: A/Y contains address of filename (name only, path is always /ACTION/)
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; X contains 0-based index of the current record in gSlideshowStore
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; gGamesListStore must be initialized
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; out: all registers and flags clobbered
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; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
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; $2000..$BFFF clobbered by graphics data and transition code
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;------------------------------------------------------------------------------
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HGRActionCallback
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ldx $C000
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bpl +
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rts
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+
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+STAY PTR
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+STAY @key
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+STAY @key2
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; load HGR screenshot at $4000
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+LOAD_FILE kHGRActionDirectory, PTR
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; try to get the human-readable name of this game from gGamesListStore
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; and display it in the bottom-left corner
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jsr okvs_get
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!word gGamesListStore
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@key !word $FDFD ; SMC
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bcc @foundname
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; if the key is not found, try getting the value of the current record
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; from gSlideshowStore and using that instead
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; (some games have multiple action screenshots)
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jsr okvs_get
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!word gSlideshowStore
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@key2 !word $FDFD ; SMC
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bcs @noname ; should never happen
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+STAY @key3
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jsr okvs_get
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!word gGamesListStore
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@key3 !word $FDFD ; SMC
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bcs @noname ; should never happen
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@foundname
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+STAY PTR
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ldx #0
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stx HTAB
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ldx #22
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stx VTAB
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ldy #0
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lda (PTR),y
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tax
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+LDADDR @topline
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sec
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jsr DrawBuffer
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ldx #3
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+LDADDR @toprightcorner
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sec
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jsr DrawBuffer
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inc VTAB
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ldx #0
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stx HTAB
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inx
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+LDADDR @rightline
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sec
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jsr DrawBuffer
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+LDAY PTR
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sec
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jsr DrawString
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ldx #2
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+LDADDR @rightline
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sec
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jsr DrawBuffer
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@noname
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jmp ExecuteTransition
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@topline
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!byte 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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!byte 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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@toprightcorner
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!byte 0,0,7
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@rightline
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!text " "
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!byte 3
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;------------------------------------------------------------------------------
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; DHGRTitleCallback
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; callback called by okvs_iter on gSlideshowStore
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; to load and display a single DHGR title screenshot
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; in: A/Y contains address of filename (name only, path is always /DHGR/)
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; X contains 0-based index of the current record in gSlideshowStore
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; gGamesListStore must be initialized
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; out: all registers and flags clobbered
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; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
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; $2000..$BFFF clobbered by graphics data and transition code
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; $2000..$5FFF/aux clobbered
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;------------------------------------------------------------------------------
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DHGRTitleCallback
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ldx $C000
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bpl +
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rts
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@@ -180,7 +302,7 @@ DHGRLoad
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; load DHGR screenshot at $4000/main and $4000/aux
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+STAY PTR
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jsr ResetPath
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+LDADDR kDHGRScreenshotDirectory
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+LDADDR kDHGRTitleDirectory
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jsr AddToPath
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+LDADDR kPathSeparator
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jsr AddToPath
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@@ -188,12 +310,12 @@ DHGRLoad
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jsr AddToPath
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jsr LoadDHRFile
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!word gPathname
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; execution falls through here
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ExecuteTransition
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jsr $6000 ; call transition effect code to display picture
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; note: execution falls through here
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WaitOnScreenshot
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ldx #$20
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ldx #$20 ; picture is already showing so just wait
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- lda #0
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jsr WaitForKeyWithTimeout
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bmi +
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@@ -201,7 +323,17 @@ WaitOnScreenshot
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bpl -
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+ rts
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LoadTransition
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;------------------------------------------------------------------------------
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; LoadHGRTransition
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; looks up name of next HGR transition effect in FX.CONF and loads that file
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; at $6000
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; in: gFXStore has been initialized
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; gGlobalPrefsStore has been initialized
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; out: all registers and flags clobbered
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; $6000..$BFFF contains transition effect code
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;------------------------------------------------------------------------------
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LoadHGRTransition
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jsr LoadFile ; load HGR transition effects list into $8000
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!word kFXConfFile
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jsr ParseKeyValueList ; parse HGR transition effects list into $6000
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@@ -259,6 +391,16 @@ kFXConfFile
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!text "FX.CONF"
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@kFXConfFile_e
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;------------------------------------------------------------------------------
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; LoadDHGRTransition
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; looks up name of next DHGR transition effect in DFX.CONF and loads that file
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; at $6000
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; in: gDFXStore has been initialized
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; gGlobalPrefsStore has been initialized
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; out: all registers and flags clobbered
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; $6000..$BFFF/main contains transition effect code
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;------------------------------------------------------------------------------
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LoadDHGRTransition
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jsr LoadFile ; load DHGR transition effects list into $8000
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!word kDFXConfFile
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@@ -317,6 +459,14 @@ kDFXConfFile
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!text "DFX.CONF"
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@kDFXConfFile_e
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;------------------------------------------------------------------------------
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; BlankHGR
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; clear and show HGR page 1 without flickering
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;
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; in: none
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; out: text page clobbered (but screen holes preserved)
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; $2000..$3FFF cleared
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;------------------------------------------------------------------------------
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BlankHGR
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jsr Home
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jsr ClearHGR1 ; clear hi-res screen 1
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@@ -325,6 +475,15 @@ BlankHGR
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lda $c052
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lda $c050
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rts
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;------------------------------------------------------------------------------
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; BlankDHGR
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; clear and show DHGR page 1 without flickering
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;
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; in: none
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; out: text page clobbered (but screen holes preserved)
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; $2000..$3FFF/main and /aux cleared
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;------------------------------------------------------------------------------
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BlankDHGR
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jsr Home
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jsr ClearHGR1 ; clear hi-res screen 1
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@@ -338,8 +497,20 @@ BlankDHGR
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sta $c050
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sta $c05e
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rts
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;------------------------------------------------------------------------------
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; ClearHGR1
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; clear $2000..$3FFF in current memory bank (main or auxmem)
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;
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; in: none
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; out: $2000..$3FFF cleared
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; A = 0
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; X = 0
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; Y = 0
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; Z = 1
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;------------------------------------------------------------------------------
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ClearHGR1
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ldx #$20 ; clear hi-res screen 1
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ldx #$20
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stx @a+2
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lda #0
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tay
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@@ -350,6 +521,14 @@ ClearHGR1
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dex
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bne @a
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rts
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;------------------------------------------------------------------------------
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; Home
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; clear and display text screen
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;
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; in: none
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; out: $0100..$011F clobbered
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;------------------------------------------------------------------------------
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Home
|
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ldx #(@end-@start-1)
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- lda @start,x
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@@ -368,13 +547,28 @@ Home
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rts
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@end
|
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|
;------------------------------------------------------------------------------
|
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; Prelaunch
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; code to set up machine for running a self-running, self-terminating game demo
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; DO NOT CALL DIRECTLY
|
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; must be run from main memory
|
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; contains multiple entry points
|
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;
|
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; in: none
|
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; out: exits via JMP (ldrlo2), which is expected to exit via JMP |Prelaunch|
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; (not here, but wherever it was copied to in main memory) or by
|
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|
|
; manually enabling LC RAM bank 1 then JMP |Reenter|
|
|
|
|
|
;------------------------------------------------------------------------------
|
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|
Prelaunch ; this runs from main memory
|
|
|
|
|
lda $C088 ; entry point used by some self-running demos
|
|
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|
|
; entry point used by some self-running demos
|
|
|
|
|
lda $C088
|
|
|
|
|
jmp Reenter
|
|
|
|
|
+READ_ROM_NO_WRITE ; entry point to launch game (called above)
|
|
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|
|
jsr $FE89 ; initialize machine like a cold boot
|
|
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|
jsr $FE93 ; (many games assume a 'clean slate')
|
|
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|
|
jsr $FE84
|
|
|
|
|
|
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|
|
; entry point to launch game
|
|
|
|
|
+READ_ROM_NO_WRITE
|
|
|
|
|
jsr $FE89 ; initialize machine like a cold boot (many
|
|
|
|
|
jsr $FE93 ; games assume a 'clean slate' and rely on
|
|
|
|
|
jsr $FE84 ; zero page values set by these ROM routines)
|
|
|
|
|
sta $C000
|
|
|
|
|
sta $C002
|
|
|
|
|
sta $C004
|
|
|
|
|