mirror of
https://github.com/blondie7575/GSCats.git
synced 2024-11-25 10:30:49 +00:00
268 lines
5.8 KiB
ArmAsm
268 lines
5.8 KiB
ArmAsm
;
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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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.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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MAINENTRY = $020000
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.org $800
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main:
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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 first half of code 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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NATIVE
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; Copy code into bank 2
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ldx fileReadLen
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lda #2
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ldy #0
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jsr copyBytes
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EMULATION
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; Load rest of code into bank 0 (needed if code size exceeds BUFFERSIZE)
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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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; Copy rest of code into bank 2 (needed if code size exceeds BUFFERSIZE)
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ldx fileReadLen
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lda #2
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ldy #BUFFERSIZE
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jsr copyBytes
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EMULATION
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;;;;;;;;;;;;;;;;;;;;;
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; Open the E1 code file
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jsr PRODOS
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.byte $c8
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.addr fileOpenCodeE1
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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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.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 $cc
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.addr fileClose
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jmp loadData
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; Note that we skip E1 code bank loading now. This was used for the
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; fill mode terrain renderer, which is disabled until further notice
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; There isn't enough safe room in E1 to do everything we wanted and the fill
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; mode rendering isn't useful enough to keep
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NATIVE
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; Copy code into bank E1
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ldx fileReadLen
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lda #$E1
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ldy #$800 ; Must match terrain_e1 .org
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jsr copyBytes
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; Copy vram table into bank E1
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; Note that there's a GS memory manager jump table at 1680 - 16BB
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; in E1 that we have to work around. If we step on it, warm reboots and other
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; critical things start to fail.
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phb
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lda #vramRowInvertedSpanLookupEnd-vramRowInvertedSpanLookup-1
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ldx #vramRowInvertedSpanLookupEnd-1
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ldy #$16C0 + vramRowInvertedSpanLookupEnd-vramRowInvertedSpanLookup-1 ; Must match terrain_e1 vramRowInvertedSpanLookup
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mvp $e1,$00 ; Note that ca65 reverses src,dest. Grrr.
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plb
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EMULATION
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ioError:
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brk
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;;;;;;;;;;;;;;;;;;;;;
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loadData:
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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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; Copy sprites into bank 3
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ldx fileReadLen
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lda #3
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ldy #0
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jsr copyBytes
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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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sta PRODOSRETURN
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jml MAINENTRY
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returnToProDOS:
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SYNCDBR
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EMULATION
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rts
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; This table lives here in the loader because we need to copy
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; it to a specific free hole in bank E1
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vramRowInvertedSpanLookup:
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.word $9d00,$9c60,$9bc0,$9b20,$9a80,$99e0,$9940,$98a0,$9800,$9760,$96c0,$9620,$9580,$94e0,$9440,$93a0,$9300,$9260,$91c0,$9120
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.word $9080,$8fe0,$8f40,$8ea0,$8e00,$8d60,$8cc0,$8c20,$8b80,$8ae0,$8a40,$89a0,$8900,$8860,$87c0,$8720,$8680,$85e0,$8540,$84a0
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.word $8400,$8360,$82c0,$8220,$8180,$80e0,$8040,$7fa0,$7f00,$7e60,$7dc0,$7d20,$7c80,$7be0,$7b40,$7aa0,$7a00,$7960,$78c0,$7820
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.word $7780,$76e0,$7640,$75a0,$7500,$7460,$73c0,$7320,$7280,$71e0,$7140,$70a0,$7000,$6f60,$6ec0,$6e20,$6d80,$6ce0,$6c40,$6ba0
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.word $6b00,$6a60,$69c0,$6920,$6880,$67e0,$6740,$66a0,$6600,$6560,$64c0,$6420,$6380,$62e0,$6240,$61a0,$6100,$6060,$5fc0,$5f20
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.word $5e80,$5de0,$5d40,$5ca0,$5c00,$5b60,$5ac0,$5a20,$5980,$58e0,$5840,$57a0,$5700,$5660,$55c0,$5520,$5480,$53e0,$5340,$52a0
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.word $5200,$5160,$50c0,$5020,$4f80,$4ee0,$4e40,$4da0,$4d00,$4c60,$4bc0,$4b20,$4a80,$49e0,$4940,$48a0,$4800,$4760,$46c0,$4620
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.word $4580,$44e0,$4440,$43a0,$4300,$4260,$41c0,$4120,$4080,$3fe0,$3f40,$3ea0,$3e00,$3d60,$3cc0,$3c20,$3b80,$3ae0,$3a40,$39a0
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.word $3900,$3860,$37c0,$3720,$3680,$35e0,$3540,$34a0,$3400,$3360,$32c0,$3220,$3180,$30e0,$3040,$2fa0,$2f00,$2e60,$2dc0,$2d20
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.word $2c80,$2be0,$2b40,$2aa0,$2a00,$2960,$28c0,$2820,$2780,$26e0,$2640,$25a0,$2500,$2460,$23c0,$2320,$2280,$21e0,$2140,$20a0
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vramRowInvertedSpanLookupEnd:
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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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; offset 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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; Y = Origin within bank
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; A = Bank number of destination
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; loadOffet : offset to start of copy destination
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;
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;TODO: Make this work for copying ALL of a 64k bank of code
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;in chunks, as required by loader (which is using a bank 00 buffer)
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copyBytes:
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sty copyBytesDest+1
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sty copyBytesDest2+1
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phx
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BITS8
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sta copyBytesDest+3
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sta copyBytesDest2+3
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BITS16
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plx
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txa
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and #1
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bne copyBytesOdd
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copyBytesEven:
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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 $010000,x
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dex
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dex
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cpx #$fffe ; X will wrap when we're done
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bne copyBytesLoop
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rts
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copyBytesOdd:
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dex
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BITS8A
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lda LOADBUFFER,x
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copyBytesDest2:
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sta $010000,x
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BITS16
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bra copyBytesEven
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loadOffet:
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.word 0
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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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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fileOpenCodeE1:
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.byte 3
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.addr codePathE1
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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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fileRead:
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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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fileReadLen:
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.word 0 ; Result (bytes read)
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fileClose:
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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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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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codePath:
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pstring "/GSAPP/CODEBANK"
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codePathE1:
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pstring "/GSAPP/CODEBANKE1"
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spritePath:
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pstring "/GSAPP/SPRITEBANK"
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