2017-07-30 18:54:37 +00:00
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;
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; loader
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; A very simplistic code loader designed to manage
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; GS code under ProDOS 8 (if it's good enough for Will Harvey...)
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;
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; Created by Quinn Dunki on 7/29/17
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;
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2017-10-02 00:36:09 +00:00
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.include "equates.s"
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.include "macros.s"
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LOADBUFFER = $1000 ; Clear of this loader code
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BUFFERSIZE = $8200 ; About max size we can fit between buffer and this loader code
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2017-10-04 20:14:16 +00:00
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MAINENTRY = $020000
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2017-10-02 00:36:09 +00:00
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2017-07-30 18:54:37 +00:00
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.org $800
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main:
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2017-10-02 00:36:09 +00:00
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OP8 ; We launch in emulation. Stay there for now
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; Open the main code file
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jsr PRODOS
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.byte $c8
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.addr fileOpenCode
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bne ioError
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; Load the code into bank 0
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jsr PRODOS
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.byte $ca
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2017-10-04 20:14:16 +00:00
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.addr fileRead
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2017-10-02 00:36:09 +00:00
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bne ioError
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; Close the file
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jsr PRODOS
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.byte $cc
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2017-10-04 20:14:16 +00:00
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.addr fileClose
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2017-07-30 18:54:37 +00:00
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2017-10-02 00:36:09 +00:00
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NATIVE
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2017-07-30 18:54:37 +00:00
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2017-10-02 00:36:09 +00:00
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; Copy code into bank 2
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2017-10-04 20:14:16 +00:00
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ldx fileReadLen
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lda #2
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jsr copyBytes
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2017-07-30 18:54:37 +00:00
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2017-10-04 20:14:16 +00:00
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EMULATION
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; Open the sprite bank file
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jsr PRODOS
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.byte $c8
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.addr fileOpenSprites
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bne ioError
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; Load the compiled sprites into bank 0
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jsr PRODOS
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.byte $ca
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.addr fileRead
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bne ioError
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; Close the file
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jsr PRODOS
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.byte $cc
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.addr fileClose
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NATIVE
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2017-07-30 18:54:37 +00:00
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2017-10-04 20:14:16 +00:00
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; Copy sprites into bank 3
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ldx fileReadLen
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lda #3
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jsr copyBytes
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2017-07-30 18:54:37 +00:00
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; Set up a long jump into bank 2, and
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; a way for game code to get back here to exit
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; properly to ProDOS 8
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lda #returnToProDOS
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2017-10-02 00:36:09 +00:00
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sta PRODOSRETURN
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jml MAINENTRY
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2017-07-30 18:54:37 +00:00
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returnToProDOS:
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SYNCDBR
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EMULATION
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rts
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2017-10-02 00:36:09 +00:00
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ioError:
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brk
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2017-10-04 20:14:16 +00:00
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; copyBytes
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; Copy data from read buffer in bank 0 to
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; bottom of any other bank. Must be in native mode.
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;
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; X = Length of data in bytes
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; A = Bank number of destination
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;
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copyBytes:
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phx
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BITS8
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sta copyBytesDest+3
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BITS16
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plx
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dex
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dex
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copyBytesLoop:
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lda LOADBUFFER,x
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copyBytesDest:
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sta $010000,x
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dex
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dex
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bpl copyBytesLoop
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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2017-10-02 00:36:09 +00:00
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fileOpenCode:
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.byte 3
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.addr codePath
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.addr $9200 ; 1k below BASIC.SYSTEM
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.byte 0 ; Result (file handle)
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.byte 0 ; Padding
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2017-10-04 20:14:16 +00:00
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fileRead:
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2017-10-02 00:36:09 +00:00
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.byte 4
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.byte 1 ; File handle (we know it's gonna be 1)
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.addr LOADBUFFER
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.word BUFFERSIZE
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2017-10-04 20:14:16 +00:00
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fileReadLen:
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2017-10-02 00:36:09 +00:00
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.word 0 ; Result (bytes read)
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2017-10-04 20:14:16 +00:00
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fileClose:
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2017-10-02 00:36:09 +00:00
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.byte 1
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.byte 1 ; File handle (we know it's gonna be 1)
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2017-07-30 18:54:37 +00:00
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2017-10-04 20:14:16 +00:00
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fileOpenSprites:
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.byte 3
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.addr spritePath
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.addr $9200 ; 1k below BASIC.SYSTEM
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.byte 0 ; Result (file handle)
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.byte 0 ; Padding
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2017-10-02 00:36:09 +00:00
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codePath:
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pstring "/GSAPP/CODEBANK"
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2017-10-04 20:14:16 +00:00
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spritePath:
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pstring "/GSAPP/SPRITEBANK00"
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