mirror of
https://github.com/blondie7575/GSCats.git
synced 2024-11-22 06:31:48 +00:00
a1d5abb963
Fixed many bugs in font compiler and seems to render correctly now
360 lines
7.2 KiB
ArmAsm
360 lines
7.2 KiB
ArmAsm
;
|
|
; loader
|
|
; A very simplistic code loader designed to manage
|
|
; GS code under ProDOS 8 (if it's good enough for Will Harvey...)
|
|
;
|
|
; Created by Quinn Dunki on 7/29/17
|
|
;
|
|
|
|
.include "equates.s"
|
|
.include "macros.s"
|
|
|
|
LOADBUFFER = $1000 ; Clear of this loader code
|
|
BUFFERSIZE = $8200 ; About max size we can fit between buffer and this loader code
|
|
MAINENTRY = $020000
|
|
|
|
.org $800
|
|
|
|
main:
|
|
OP8 ; We launch in emulation. Stay there for now
|
|
|
|
; Open the main code file
|
|
jsr PRODOS
|
|
.byte $c8
|
|
.addr fileOpenCode
|
|
bne ioError
|
|
|
|
; Load first half of code into bank 0
|
|
jsr PRODOS
|
|
.byte $ca
|
|
.addr fileRead
|
|
bne ioError
|
|
NATIVE
|
|
|
|
; Copy code into bank 2
|
|
ldx fileReadLen
|
|
lda #2
|
|
ldy #0
|
|
jsr copyBytes
|
|
|
|
EMULATION
|
|
|
|
; Load rest of code into bank 0 (needed if code size exceeds BUFFERSIZE)
|
|
jsr PRODOS
|
|
.byte $ca
|
|
.addr fileRead
|
|
bne ioError
|
|
|
|
; Close the file
|
|
jsr PRODOS
|
|
.byte $cc
|
|
.addr fileClose
|
|
|
|
NATIVE
|
|
|
|
; Copy rest of code into bank 2 (needed if code size exceeds BUFFERSIZE)
|
|
ldx fileReadLen
|
|
lda #2
|
|
ldy #BUFFERSIZE
|
|
jsr copyBytes
|
|
|
|
EMULATION
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
; Open the E1 code file
|
|
jsr PRODOS
|
|
.byte $c8
|
|
.addr fileOpenCodeE1
|
|
bne ioError
|
|
|
|
; Load the code into bank 0
|
|
jsr PRODOS
|
|
.byte $ca
|
|
.addr fileRead
|
|
bne ioError
|
|
|
|
; Close the file
|
|
jsr PRODOS
|
|
.byte $cc
|
|
.addr fileClose
|
|
|
|
jmp loadData
|
|
; Note that we skip E1 code bank loading now. This was used for the
|
|
; fill mode terrain renderer, which is disabled until further notice
|
|
; There isn't enough safe room in E1 to do everything we wanted and the fill
|
|
; mode rendering isn't useful enough to keep
|
|
|
|
NATIVE
|
|
|
|
; Copy code into bank E1
|
|
ldx fileReadLen
|
|
lda #$E1
|
|
ldy #$800 ; Must match terrain_e1 .org
|
|
jsr copyBytes
|
|
|
|
|
|
; Copy vram table into bank E1
|
|
; Note that there's a GS memory manager jump table at 1680 - 16BB
|
|
; in E1 that we have to work around. If we step on it, warm reboots and other
|
|
; critical things start to fail.
|
|
phb
|
|
lda #vramRowInvertedSpanLookupEnd-vramRowInvertedSpanLookup-1
|
|
ldx #vramRowInvertedSpanLookupEnd-1
|
|
ldy #$16C0 + vramRowInvertedSpanLookupEnd-vramRowInvertedSpanLookup-1 ; Must match terrain_e1 vramRowInvertedSpanLookup
|
|
mvp $e1,$00 ; Note that ca65 reverses src,dest. Grrr.
|
|
plb
|
|
|
|
EMULATION
|
|
|
|
|
|
ioError:
|
|
brk
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;
|
|
loadData:
|
|
; Open the sprite bank file
|
|
jsr PRODOS
|
|
.byte $c8
|
|
.addr fileOpenSprites
|
|
bne ioError
|
|
|
|
; Load the compiled sprites into bank 0
|
|
jsr PRODOS
|
|
.byte $ca
|
|
.addr fileRead
|
|
bne ioError
|
|
|
|
; Close the file
|
|
jsr PRODOS
|
|
.byte $cc
|
|
.addr fileClose
|
|
|
|
NATIVE
|
|
|
|
; Copy sprites into bank 3
|
|
ldx fileReadLen
|
|
lda #3
|
|
ldy #0
|
|
jsr copyBytes
|
|
|
|
EMULATION
|
|
|
|
; Open the sound file
|
|
jsr PRODOS
|
|
.byte $c8
|
|
.addr fileOpenSound
|
|
bne ioError
|
|
|
|
; Load the sound data into bank 0
|
|
jsr PRODOS
|
|
.byte $ca
|
|
.addr fileRead
|
|
bne ioError
|
|
|
|
NATIVE
|
|
|
|
; Copy sound data into bank 4
|
|
ldx fileReadLen
|
|
txa
|
|
sta soundBankSize ; Note size of sound bank for later copying to Ensoniq RAM
|
|
lda #4
|
|
ldy #0
|
|
jsr copyBytes
|
|
|
|
EMULATION
|
|
|
|
; Load rest of sound data into bank 4 (needed if sound size exceeds BUFFERSIZE)
|
|
jsr PRODOS
|
|
.byte $ca
|
|
.addr fileRead
|
|
bne ioError
|
|
|
|
; Close the file
|
|
jsr PRODOS
|
|
.byte $cc
|
|
.addr fileClose
|
|
|
|
NATIVE
|
|
|
|
; Copy rest of sound data into bank 4 (needed if sound size exceeds BUFFERSIZE)
|
|
ldx fileReadLen
|
|
txa
|
|
clc
|
|
adc soundBankSize ; Accumulate size of sound bank for later copying to Ensoniq RAM
|
|
sta soundBankSize
|
|
lda #4
|
|
ldy #BUFFERSIZE
|
|
jsr copyBytes
|
|
|
|
EMULATION
|
|
|
|
; Open the font file
|
|
jsr PRODOS
|
|
.byte $c8
|
|
.addr fileOpenFonts
|
|
bne ioErrorJmp
|
|
|
|
; Load the font data into bank 0
|
|
jsr PRODOS
|
|
.byte $ca
|
|
.addr fileRead
|
|
bne ioErrorJmp
|
|
|
|
NATIVE
|
|
|
|
; Copy font data into bank 5
|
|
ldx fileReadLen
|
|
lda #5
|
|
ldy #0
|
|
jsr copyBytes
|
|
|
|
; Set up a long jump into bank 2, and
|
|
; a way for game code to get back here to exit
|
|
; properly to ProDOS 8
|
|
lda #returnToProDOS
|
|
sta PRODOSRETURN
|
|
|
|
jml MAINENTRY
|
|
|
|
returnToProDOS:
|
|
SYNCDBR
|
|
EMULATION
|
|
rts
|
|
|
|
ioErrorJmp:
|
|
jmp ioError
|
|
|
|
|
|
; This table lives here in the loader because we need to copy
|
|
; it to a specific free hole in bank E1
|
|
vramRowInvertedSpanLookup:
|
|
.word $9d00,$9c60,$9bc0,$9b20,$9a80,$99e0,$9940,$98a0,$9800,$9760,$96c0,$9620,$9580,$94e0,$9440,$93a0,$9300,$9260,$91c0,$9120
|
|
.word $9080,$8fe0,$8f40,$8ea0,$8e00,$8d60,$8cc0,$8c20,$8b80,$8ae0,$8a40,$89a0,$8900,$8860,$87c0,$8720,$8680,$85e0,$8540,$84a0
|
|
.word $8400,$8360,$82c0,$8220,$8180,$80e0,$8040,$7fa0,$7f00,$7e60,$7dc0,$7d20,$7c80,$7be0,$7b40,$7aa0,$7a00,$7960,$78c0,$7820
|
|
.word $7780,$76e0,$7640,$75a0,$7500,$7460,$73c0,$7320,$7280,$71e0,$7140,$70a0,$7000,$6f60,$6ec0,$6e20,$6d80,$6ce0,$6c40,$6ba0
|
|
.word $6b00,$6a60,$69c0,$6920,$6880,$67e0,$6740,$66a0,$6600,$6560,$64c0,$6420,$6380,$62e0,$6240,$61a0,$6100,$6060,$5fc0,$5f20
|
|
.word $5e80,$5de0,$5d40,$5ca0,$5c00,$5b60,$5ac0,$5a20,$5980,$58e0,$5840,$57a0,$5700,$5660,$55c0,$5520,$5480,$53e0,$5340,$52a0
|
|
.word $5200,$5160,$50c0,$5020,$4f80,$4ee0,$4e40,$4da0,$4d00,$4c60,$4bc0,$4b20,$4a80,$49e0,$4940,$48a0,$4800,$4760,$46c0,$4620
|
|
.word $4580,$44e0,$4440,$43a0,$4300,$4260,$41c0,$4120,$4080,$3fe0,$3f40,$3ea0,$3e00,$3d60,$3cc0,$3c20,$3b80,$3ae0,$3a40,$39a0
|
|
.word $3900,$3860,$37c0,$3720,$3680,$35e0,$3540,$34a0,$3400,$3360,$32c0,$3220,$3180,$30e0,$3040,$2fa0,$2f00,$2e60,$2dc0,$2d20
|
|
.word $2c80,$2be0,$2b40,$2aa0,$2a00,$2960,$28c0,$2820,$2780,$26e0,$2640,$25a0,$2500,$2460,$23c0,$2320,$2280,$21e0,$2140,$20a0
|
|
vramRowInvertedSpanLookupEnd:
|
|
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
; copyBytes
|
|
; Copy data from read buffer in bank 0 to
|
|
; offset any other bank. Must be in native mode.
|
|
;
|
|
; X = Length of data in bytes
|
|
; Y = Origin within bank
|
|
; A = Bank number of destination
|
|
; loadOffet : offset to start of copy destination
|
|
;
|
|
|
|
;TODO: Make this work for copying ALL of a 64k bank of code
|
|
;in chunks, as required by loader (which is using a bank 00 buffer)
|
|
|
|
|
|
copyBytes:
|
|
sty copyBytesDest+1
|
|
sty copyBytesDest2+1
|
|
|
|
phx
|
|
BITS8
|
|
sta copyBytesDest+3
|
|
sta copyBytesDest2+3
|
|
BITS16
|
|
plx
|
|
|
|
txa
|
|
and #1
|
|
bne copyBytesOdd
|
|
|
|
copyBytesEven:
|
|
dex
|
|
dex
|
|
|
|
copyBytesLoop:
|
|
lda LOADBUFFER,x
|
|
copyBytesDest:
|
|
sta $010000,x
|
|
dex
|
|
dex
|
|
cpx #$fffe ; X will wrap when we're done
|
|
bne copyBytesLoop
|
|
rts
|
|
|
|
copyBytesOdd:
|
|
dex
|
|
BITS8A
|
|
lda LOADBUFFER,x
|
|
copyBytesDest2:
|
|
sta $010000,x
|
|
BITS16
|
|
bra copyBytesEven
|
|
|
|
loadOffet:
|
|
.word 0
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
fileOpenCode:
|
|
.byte 3
|
|
.addr codePath
|
|
.addr $9200 ; 1k below BASIC.SYSTEM
|
|
.byte 0 ; Result (file handle)
|
|
.byte 0 ; Padding
|
|
|
|
fileOpenCodeE1:
|
|
.byte 3
|
|
.addr codePathE1
|
|
.addr $9200 ; 1k below BASIC.SYSTEM
|
|
.byte 0 ; Result (file handle)
|
|
.byte 0 ; Padding
|
|
|
|
fileRead:
|
|
.byte 4
|
|
.byte 1 ; File handle (we know it's gonna be 1)
|
|
.addr LOADBUFFER
|
|
.word BUFFERSIZE
|
|
fileReadLen:
|
|
.word 0 ; Result (bytes read)
|
|
|
|
fileClose:
|
|
.byte 1
|
|
.byte 1 ; File handle (we know it's gonna be 1)
|
|
|
|
fileOpenSprites:
|
|
.byte 3
|
|
.addr spritePath
|
|
.addr $9200 ; 1k below BASIC.SYSTEM
|
|
.byte 0 ; Result (file handle)
|
|
.byte 0 ; Padding
|
|
|
|
fileOpenSound:
|
|
.byte 3
|
|
.addr soundPath
|
|
.addr $9200 ; 1k below BASIC.SYSTEM
|
|
.byte 0 ; Result (file handle)
|
|
.byte 0 ; Padding
|
|
|
|
fileOpenFonts:
|
|
.byte 3
|
|
.addr fontPath
|
|
.addr $9200 ; 1k below BASIC.SYSTEM
|
|
.byte 0 ; Result (file handle)
|
|
.byte 0 ; Padding
|
|
|
|
codePath:
|
|
pstring "/GSAPP/CODEBANK"
|
|
codePathE1:
|
|
pstring "/GSAPP/CODEBANKE1"
|
|
spritePath:
|
|
pstring "/GSAPP/SPRITEBANK"
|
|
soundPath:
|
|
pstring "/GSAPP/SOUNDBANK"
|
|
fontPath:
|
|
pstring "/GSAPP/FONTBANK"
|