iigs-game-engine/src/App.Main.s

1215 lines
42 KiB
ArmAsm

; Test driver to exercise graphics routines.
;
; The general organization of the code is
;
; 1. The blitter/ folder contains all of the low-level graphics primitives
; 2. The blitter/DirectPage.s file defines all of the DP locations
; 3. Subroutines are written to try and be stateless, but, if local
; storage is needed, it is takes from the stack and uses stack-relative
; addressing.
; Allow dynamic resizing to benchmark against different games
REL
DSK MAINSEG
use Util.Macs.s
use Locator.Macs.s
use Mem.Macs.s
use Misc.Macs.s
put ..\macros\App.Macs.s
put ..\macros\EDS.GSOS.MACS.s
put ..\macros\Tool222.MACS.s
put .\blitter\DirectPage.s
mx %00
SHADOW_REG equ $E0C035
STATE_REG equ $E0C068
NEW_VIDEO_REG equ $E0C029
BORDER_REG equ $E0C034 ; 0-3 = border, 4-7 Text color
VBL_VERT_REG equ $E0C02E
VBL_HORZ_REG equ $E0C02F
KBD_REG equ $E0C000
KBD_STROBE_REG equ $E0C010
VBL_STATE_REG equ $E0C019
SHADOW_SCREEN equ $012000
SHR_SCREEN equ $E12000
SHR_SCB equ $E19D00
SHR_PALETTES equ $E19E00
; External references
tiledata ext
; Feature flags
NO_INTERRUPTS equ 0 ; turn off for crossrunner debugging
; Typical init
phk
plb
; Tool startup
_TLStartUp ; normal tool initialization
pha
_MMStartUp
_Err ; should never happen
pla
sta MasterId ; our master handle references the memory allocated to us
ora #$0100 ; set auxID = $01 (valid values $01-0f)
sta UserId ; any memory we request must use our own id
_MTStartUp
pea $00DE
pea $0000
_LoadOneTool
_Err
lda UserId
pha
_NTPStartUp
pea #^MusicFile
pea #MusicFile
_NTPLoadOneMusic
pea $0001 ; loop
_NTPPlayMusic
; Use Tool222 (NinjaTrackerPlus) for music playback
; Install interrupt handlers. We use the VBL interrupt to keep animations
; moving at a consistent rate, regarless of the rendered frame rate. The
; one-second timer is generally just used for counters and as a handy
; frames-per-second trigger.
lda #NO_INTERRUPTS
bne :no_interrupts
PushLong #0
pea $0015 ; Get the existing 1-second interrupt handler and save
_GetVector
PullLong OldOneSecVec
pea $0015 ; Set the new handler and enable interrupts
PushLong #OneSecHandler
_SetVector
pea $0006
_IntSource
PushLong #VBLTASK ; Also register a Heart Beat Task
_SetHeartBeat
:no_interrupts
; Start up the graphics engine...
jsr MemInit ; Allocate memory
jsr BlitInit ; Initialize the memory
jsr GrafInit ; Initialize the graphics screen
ldx #6 ; Gameboy Advance size
jsr SetScreenMode
lda #0 ; Set the virtual Y-position
jsr SetBG0YPos
lda #0 ; Set the virtual X-position
jsr SetBG0XPos
jsr _InitBG1 ; Initialize the second background
lda #0
jsr _ClearBG1Buffer
; Allocate room to load data
jsr AllocOneBank2 ; Alloc 64KB for Load/Unpack
sta BankLoad ; Store "Bank Pointer"
ldx #0
jsr SetScreenMode
jsr DoTiles
jsr DoLoadBG1
jsr Demo
EvtLoop
jsr WaitForKey
cmp #'q'
bne :1
brl Exit
:1 cmp #'l'
bne :1_1
jsr DoLoadFG
bra EvtLoop
:1_1 cmp #'b'
bne :2
jsr DoLoadBG1
bra EvtLoop
:2 cmp #'m'
bne :3
jsr DumpBanks
bra EvtLoop
:3 cmp #'f' ; render a 'f'rame
bne :4
jsr DoFrame
bra EvtLoop
:4 cmp #'h' ; Show the 'h'eads up display
bne :5
jsr DoHUP
bra EvtLoop
:5 cmp #'1' ; User selects a new screen size
bcc :6
cmp #'9'+1
bcs :6
sec
sbc #'1'
tax
jsr SetScreenMode
brl EvtLoop
:6 cmp #'t'
bne :7
jsr DoTiles
brl EvtLoop
:7 cmp #$15 ; left = $08, right = $15, up = $0B, down = $0A
bne :8
lda #1
jsr MoveRight
brl EvtLoop
:8 cmp #$08
bne :9
lda #1
jsr MoveLeft
brl EvtLoop
:9 cmp #$0B
bne :10
lda #1
jsr MoveUp
brl EvtLoop
:10 cmp #$0A
bne :11
lda #1
jsr MoveDown
brl EvtLoop
:11 cmp #'d'
bne :12
lda #1
jsr Demo
brl EvtLoop
:12 cmp #'z'
bne :13
jsr AngleUp
brl EvtLoop
:13 cmp #'x'
bne :14
jsr AngleDown
brl EvtLoop
:14 brl EvtLoop
; Exit code
Exit
lda #NO_INTERRUPTS
bne :no_interrupts
pea $0007 ; disable 1-second interrupts
_IntSource
PushLong #VBLTASK ; Remove our heartbeat task
_DelHeartBeat
pea $0015
PushLong OldOneSecVec ; Reset the interrupt vector
_SetVector
:no_interrupts
PushWord UserId ; Deallocate all of our memory
_DisposeAll
_QuitGS qtRec
bcs Fatal
Fatal brk $00
ClearBankLoad
lda BankLoad
phb
pha
plb
ldx #$FFFE
:lp sta: $0000,x
dex
dex
cpx #0
bne :lp
plb
plb
rts
; Allow the user to dynamically select one of the pre-configured screen sizes
;
; 1. Full Screen : 40 x 25 320 x 200 (32,000 bytes (100.0%))
; 2. Sword of Sodan : 34 x 24 272 x 192 (26,112 bytes ( 81.6%))
; 3. ~NES : 32 x 25 256 x 200 (25,600 bytes ( 80.0%))
; 4. Task Force : 32 x 22 256 x 176 (22,528 bytes ( 70.4%))
; 5. Defender of the World : 35 x 20 280 x 160 (22,400 bytes ( 70.0%))
; 6. Rastan : 32 x 20 256 x 160 (20,480 bytes ( 64.0%))
; 7. Game Boy Advanced : 30 x 20 240 x 160 (19,200 bytes ( 60.0%))
; 8. Ancient Land of Y's : 36 x 16 288 x 128 (18,432 bytes ( 57.6%))
; 9. Game Boy Color : 20 x 18 160 x 144 (11,520 bytes ( 36.0%))
; 10. DEBUG : 40 x 1 320 x 1
; X=mode number
]ScreenModeWidth dw 320,272,256,256,280,256,240,288,160,320
]ScreenModeHeight dw 200,192,200,176,160,160,160,128,144,1
SetScreenMode cpx #9
bcc :rangeOk
ldx #9
:rangeOk txa
asl
tax
lda #320 ; Calculate the screen offset
sec
sbc: ]ScreenModeWidth,x
lsr
lsr
xba
pha
lda #200
sec
sbc: ]ScreenModeHeight,x
lsr
ora 1,s
sta 1,s
ldy: ]ScreenModeHeight,x
lda: ]ScreenModeWidth,x
lsr
tax
pla
jsr SetScreenRect
jsr FillScreen
rts
SecondsStr str 'SECONDS'
TicksStr str 'TICKS'
; Print a bunch of messages on screen
DoHUP
lda #SecondsStr
ldx #{160-12*4}
ldy #$7777
jsr DrawString
lda OneSecondCounter ; Number of elapsed seconds
ldx #{160-4*4} ; Render the word 4 charaters from right edge
jsr DrawWord
lda #TicksStr
ldx #{8*160+160-12*4}
ldy #$7777
jsr DrawString
PushLong #0
_GetTick
pla
plx
ldx #{8*160+160-4*4}
jsr DrawWord
rts
; Fill up the virtual buffer with tile data
DoTiles
:row equ 1
:column equ 3
:tile equ 5
pea $0000 ; Allocate local variable space
pea $0000
pea $0000
:rowloop
lda #0
sta :column,s
lda #$0010
sta :tile,s
:colloop
lda :row,s
tay
lda :column,s
tax
lda :tile,s
jsr CopyTile
; lda :tile,s
; eor #$0003
; sta :tile,s
lda :column,s
inc
sta :column,s
cmp #41
bcc :colloop
lda :row,s
inc
sta :row,s
cmp #26
bcc :rowloop
pla ; restore the stack
pla
pla
rts
; Set up the code field and render it
DoFrame
lda #$FFFF
sta DirtyBits
jsr Render ; Render the play field
rts
; Load a binary file in the BG1 buffer
DoLoadBG1
lda BankLoad
ldx #BG1DataFile
jsr LoadFile
ldx BankLoad
lda #0
ldy BG1DataBank
jsr CopyBinToBG1
lda BankLoad
ldx #BG1AltDataFile
jsr LoadFile
ldx BankLoad
lda #0
ldy BG1AltBank
jsr CopyBinToBG1
rts
; Load a raw pixture into the code buffer
DoLoadFG
lda BankLoad
ldx #FGName
jsr LoadFile
ldx BankLoad ; Copy it into the code field
lda #0
jsr CopyBinToField
rts
; Load a simple picture format onto the SHR screen
DoLoadPic
lda BankLoad
ldx #ImageName ; Load+Unpack Boot Picture
jsr LoadPicture ; X=Name, A=Bank to use for loading
ldx BankLoad ; Copy it into the code field
lda #0
jsr CopyPicToField
rts
; Copy a raw data file into the code field
;
; A=low word of picture address
; X=high word of pixture address
CopyBinToField
:srcptr equ tmp0
:line_cnt equ tmp2
:dstptr equ tmp3
:col_cnt equ tmp5
:mask equ tmp6
:data equ tmp7
:mask_color equ tmp8
sta :srcptr
stx :srcptr+2
; Check that this is a GTERAW image and save the transparent color
ldy #4
:chkloop
lda [:srcptr],y
cmp :headerStr,y
beq *+3
rts
dey
dey
bpl :chkloop
; We have a valid header, now get the transparency word and load it in
ldy #6
lda [:srcptr],y
sta :mask_color
; Advance over the header
lda :srcptr
clc
adc #8
sta :srcptr
stz :line_cnt
:rloop
lda :line_cnt ; get the pointer to the code field line
asl
tax
lda BTableLow,x
sta :dstptr
lda BTableHigh,x
sta :dstptr+2
ldx #162 ; move backwards in the code field
ldy #0 ; move forward in the image data
lda #82 ; keep a running column count
sta :col_cnt
:cloop
phy
lda [:srcptr],y ; load the picture data
cmp :mask_color
beq :transparent ; a value of $0000 is transparent
jsr :toMask ; Infer a mask value for this. If it's $0000, then
cmp #$0000
bne :mixed ; the data is solid, otherwise mixed
; This is a solid word
:solid
lda [:srcptr],y
ldy Col2CodeOffset,x ; Get the offset to the code from the line start
pha ; Save the data
lda #$00F4 ; PEA instruction
sta [:dstptr],y
iny
pla
sta [:dstptr],y ; PEA operand
bra :next
:transparent
lda :mask_color ; Make sure we actually have to mask
cmp #$A5A5
beq :solid
ldy Col2CodeOffset,x ; Get the offset to the code from the line start
lda #$B1 ; LDA (dp),y
sta [:dstptr],y
iny
lda 1,s ; load the saved Y-index
ora #$4800 ; put a PHA after the offset
sta [:dstptr],y
bra :next
:mixed
sta :mask ; Save the mask
lda [:srcptr],y ; Refetch the screen data
sta :data
ldy Col2CodeOffset,x ; Get the offset into the code field
lda #$4C ; JMP exception
sta [:dstptr],y
iny
lda JTableOffset,x ; Get the address offset and add to the base address
clc
adc :dstptr
sta [:dstptr],y
ldy JTableOffset,x ; This points to the code fragment
lda 1,s ; load the offset
xba
ora #$00B1
sta [:dstptr],y ; write the LDA (--),y instruction
iny
iny
iny ; advance to the AND #imm operand
lda :mask
sta [:dstptr],y
iny
iny
iny ; advance to the ORA #imm operand
lda :mask
eor #$FFFF ; invert the mask to clear up the data
and :data
sta [:dstptr],y
:next
ply
dex
dex
iny
iny
dec :col_cnt
bne :cloop
lda :srcptr
clc
adc #164
sta :srcptr
inc :line_cnt
lda :line_cnt
cmp #200
bcs :exit
brl :rloop
:exit
rts
:toMask pha ; save original
lda 1,s
eor :mask_color ; only identical bits produce zero
and #$F000
beq *+7
pea #$0000
bra *+5
pea #$F000
lda 3,s
eor :mask_color
and #$0F00
beq *+7
pea #$0000
bra *+5
pea #$0F00
lda 5,s
eor :mask_color
and #$00F0
beq *+7
pea #$0000
bra *+5
pea #$00F0
lda 7,s
eor :mask_color
and #$000F
beq *+7
lda #$0000
bra *+5
lda #$000F
ora 1,s
sta 1,s
pla
ora 1,s
sta 1,s
pla
ora 1,s
sta 1,s
pla
sta 1,s ; pop the saved word
pla
rts
:headerStr asc 'GTERAW'
; Copy a loaded SHR picture into the code field
;
; A=low word of picture address
; X=high workd of pixture address
;
; Picture must be within one bank
CopyPicToField
:srcptr equ tmp0
:line_cnt equ tmp2
:dstptr equ tmp3
:col_cnt equ tmp5
:mask equ tmp6
:data equ tmp7
sta :srcptr
stx :srcptr+2
stz :line_cnt
:rloop
lda :line_cnt ; get the pointer to the code field line
asl
tax
lda BTableLow,x
sta :dstptr
lda BTableHigh,x
sta :dstptr+2
ldx #162 ; move backwards in the code field
ldy #0 ; move forward in the image data
lda #80 ; keep a running column count
; lda #82 ; keep a running column count
sta :col_cnt
:cloop
phy
lda [:srcptr],y ; load the picture data
beq :transparent ; a value of $0000 is transparent
jsr :toMask ; Infer a mask value for this. If it's $0000, then
bne :mixed ; the data is solid, otherwise mixed
; This is a solid word
lda [:srcptr],y
ldy Col2CodeOffset,x ; Get the offset to the code from the line start
pha ; Save the data
lda #$00F4 ; PEA instruction
sta [:dstptr],y
iny
pla
sta [:dstptr],y ; PEA operand
bra :next
:transparent
ldy Col2CodeOffset,x ; Get the offset to the code from the line start
lda #$B1 ; LDA (dp),y
sta [:dstptr],y
iny
lda 1,s ; load the saved Y-index
ora #$4800 ; put a PHA after the offset
sta [:dstptr],y
bra :next
:mixed
sta :mask ; Save the mask
lda [:srcptr],y ; Refetch the screen data
sta :data
ldy Col2CodeOffset,x ; Get the offset into the code field
lda #$4C ; JMP exception
sta [:dstptr],y
iny
lda JTableOffset,x ; Get the address offset and add to the base address
clc
adc :dstptr
sta [:dstptr],y
ldy JTableOffset,x ; This points to the code fragment
lda 1,s ; load the offset
xba
ora #$00B1
sta [:dstptr],y ; write the LDA (--),y instruction
iny
iny
iny ; advance to the AND #imm operand
lda :mask
sta [:dstptr],y
iny
iny
iny ; advance to the ORA #imm operand
lda :data
sta [:dstptr],y
:next
ply
dex
dex
iny
iny
dec :col_cnt
bne :cloop
lda :srcptr
clc
; adc #164
adc #160
sta :srcptr
inc :line_cnt
lda :line_cnt
; cmp #208
cmp #200
bcs :exit
brl :rloop
:exit
rts
:toMask bit #$F000
beq *+7
and #$0FFF
bra *+5
ora #$F000
bit #$0F00
beq *+7
and #$F0FF
bra *+5
ora #$0F00
bit #$00F0
beq *+7
and #$FF0F
bra *+5
ora #$00F0
bit #$000F
beq *+7
and #$FFF0
bra *+5
ora #$000F
rts
; Copy a binary image data file into BG1. Assumes the file is the correct size.
;
; A=low word of picture address
; X=high word of pixture address
; Y=high word of BG1 bank
CopyBinToBG1
:srcptr equ tmp0
:line_cnt equ tmp2
:dstptr equ tmp3
:col_cnt equ tmp5
sta :srcptr
stx :srcptr+2
sty :dstptr+2 ; Everything goes into this bank
; Advance over the header
lda :srcptr
clc
adc #8
sta :srcptr
stz :line_cnt
:rloop
lda :line_cnt ; get the pointer to the code field line
asl
tax
lda BG1YTable,x
sta :dstptr
ldy #0 ; move forward in the image data and image data
:cloop
lda [:srcptr],y
sta [:dstptr],y
iny
iny
cpy #164
bcc :cloop
lda [:srcptr] ; Duplicate the last byte in the extra space at the end of the line
sta [:dstptr],y
lda :srcptr
clc
adc #164 ; Each line is 328 pixels
sta :srcptr
inc :line_cnt
lda :line_cnt
cmp #208 ; A total of 208 lines
bcc :rloop
rts
****************************************
* Fatal Error Handler *
****************************************
PgmDeath tax
pla
inc
phx
phk
pha
bra ContDeath
PgmDeath0 pha
pea $0000
pea $0000
ContDeath ldx #$1503
jsl $E10000
; Interrupt handlers. We install a heartbeat (1/60th second and a 1-second timer)
OneSecHandler mx %11
phb
pha
phk
plb
rep #$20
inc OneSecondCounter
sep #$20
ldal $E0C032
and #%10111111 ;clear IRQ source
stal $E0C032
pla
plb
clc
rtl
mx %00
OneSecondCounter dw 0
OldOneSecVec ds 4
VBLTASK hex 00000000
dw 0
hex 5AA5
; Blitter initialization
BlitInit
stz ScreenHeight
stz ScreenWidth
stz ScreenY0
stz ScreenY1
stz ScreenX0
stz ScreenX1
stz ScreenTileHeight
stz ScreenTileWidth
stz StartX
stz StartXMod164
stz StartY
stz StartYMod208
stz EngineMode
stz DirtyBits
stz LastPatchOffset
stz BG1StartX
stz BG1StartXMod164
stz BG1StartY
stz BG1StartYMod208
stz BG1OffsetIndex
]step equ 0
lup 13
ldx #BlitBuff
lda #^BlitBuff
ldy #]step
jsr BuildBank
]step equ ]step+4
--^
rts
; Graphic screen initialization
GrafInit
jsr ShadowOn
jsr GrafOn
lda #$8888
jsr ClearToColor
lda #0000
jsr SetSCBs
ldx #DefaultPalette
lda #0
jsr SetPalette
rts
;DefaultPalette dw $0000,$007F,$0090,$0FF0
; dw $000F,$0080,$0f70,$0FFF
dw $0fa9,$0ff0,$00e0,$04DF
dw $0d00,$078f,$0ccc,$0FFF
; DefaultPalette dw $09BE,$0AA6,$0DC9,$0DB7,$09AA
dw $0080,$0f70,$0FFF
dw $0fa9,$0ff0,$00e0,$04DF
dw $0d00,$078f,$0ccc,$0FFF
; Super Mario World Assets
;DefaultPalette dw $0EEF,$0342,$0C95,$0852,$0DB4,$00C0
dw $0FDA,$0DEE,$0000,$0CC5,$09A0,$0680,$0470,$0051
;DefaultPalette dw $0000,$0000,$0778,$0BCC,$0368,$00AF,$0556,$0245
dw $0000,$0778,$0AAA,$0CFF,$0368,$00AF,$0556
; Woz
;DefaultPalette dw $0EEF,$0342,$0C95,$0852,$0DB4,$00C0
dw $0666,$0999,$0CCC,$0222,$09A0,$0680,$0470,$0051
; Fatdog color cycling
;DefaultPalette dw $0EEF,$0342,$0C95,$0852,$0DB4,$00C0
dw $0156,$0288,$03A8,$07B8,$0034,$0013,$0470,$0051
; Plant
DefaultPalette dw $0EEF,$0342,$0C95,$0852,$0DB4,$00C0
dw $0222,$0333,$0444,$0888,$09A0,$0680,$0470,$0051
; Return the current border color ($0 - $F) in the accumulator
GetBorderColor lda #0000
sep #$20
ldal BORDER_REG
and #$0F
rep #$20
rts
; Set the border color to the accumulator value.
SetBorderColor sep #$20 ; ACC = $X_Y, REG = $W_Z
eorl BORDER_REG ; ACC = $(X^Y)_(Y^Z)
and #$0F ; ACC = $0_(Y^Z)
eorl BORDER_REG ; ACC = $W_(Y^Z^Z) = $W_Y
stal BORDER_REG
rep #$20
rts
; Clear to SHR screen to a specific color
ClearToColor ldx #$7D00 ;start at top of pixel data! ($2000-9D00)
:clearloop dex
dex
stal SHR_SCREEN,x ;screen location
bne :clearloop ;loop until we've worked our way down to 0
rts
; Set a palette values
; A = palette number, X = palette address
SetPalette
and #$000F ; palette values are 0 - 15 and each palette is 32 bytes
asl
asl
asl
asl
asl
txy
tax
]idx equ 0
lup 16
lda: $0000+]idx,y
stal SHR_PALETTES+]idx,x
]idx equ ]idx+2
--^
rts
; Initialize the SCB
SetSCBs ldx #$0100 ;set all $100 scbs to A
:scbloop dex
dex
stal SHR_SCB,x
bne :scbloop
rts
; Turn SHR screen On/Off
GrafOn sep #$20
lda #$81
stal NEW_VIDEO_REG
rep #$20
rts
GrafOff sep #$20
lda #$01
stal NEW_VIDEO_REG
rep #$20
rts
; Enable/Disable Shadowing.
ShadowOn sep #$20
ldal SHADOW_REG
and #$F7
stal SHADOW_REG
rep #$20
rts
ShadowOff sep #$20
ldal SHADOW_REG
ora #$08
stal SHADOW_REG
rep #$20
rts
GetVBL sep #$20
ldal VBL_HORZ_REG
asl
ldal VBL_VERT_REG
rol ; put V5 into carry bit, if needed. See TN #39 for details.
rep #$20
and #$00FF
rts
WaitForVBL sep #$20
:wait1 ldal VBL_STATE_REG ; If we are already in VBL, then wait
bmi :wait1
:wait2 ldal VBL_STATE_REG
bpl :wait2 ; spin until transition into VBL
rep #$20
rts
WaitForKey sep #$20
stal KBD_STROBE_REG ; clear the strobe
:WFK ldal KBD_REG
bpl :WFK
rep #$20
and #$007F
rts
ClearKeyboardStrobe sep #$20
stal KBD_STROBE_REG
rep #$20
rts
; Graphics helpers
LoadPicture
jsr LoadFile ; X=Nom Image, A=Banc de chargement XX/00
bcc :loadOK
rts
:loadOK
jsr UnpackPicture ; A=Packed Size
rts
UnpackPicture sta UP_PackedSize ; Size of Packed Data
lda #$8000 ; Size of output Data Buffer
sta UP_UnPackedSize
lda BankLoad ; Banc de chargement / Decompression
sta UP_Packed+1 ; Packed Data
clc
adc #$0080
stz UP_UnPacked ; On remet a zero car modifie par l'appel
stz UP_UnPacked+2
sta UP_UnPacked+1 ; Unpacked Data buffer
PushWord #0 ; Space for Result : Number of bytes unpacked
PushLong UP_Packed ; Pointer to buffer containing the packed data
PushWord UP_PackedSize ; Size of the Packed Data
PushLong #UP_UnPacked ; Pointer to Pointer to unpacked buffer
PushLong #UP_UnPackedSize ; Pointer to a Word containing size of unpacked data
_UnPackBytes
pla ; Number of byte unpacked
rts
UP_Packed hex 00000000 ; Address of Packed Data
UP_PackedSize hex 0000 ; Size of Packed Data
UP_UnPacked hex 00000000 ; Address of Unpacked Data Buffer (modified)
UP_UnPackedSize hex 0000 ; Size of Unpacked Data Buffer (modified)
; Basic I/O function to load files
LoadFile
stx openRec+4 ; X=File, A=Bank (high word) assumed zero for low
stz readRec+4
sta readRec+6
jsr ClearBankLoad
:openFile _OpenGS openRec
bcs :openReadErr
lda openRec+2
sta eofRec+2
sta readRec+2
_GetEOFGS eofRec
lda eofRec+4
sta readRec+8
lda eofRec+6
sta readRec+10
_ReadGS readRec
bcs :openReadErr
:closeFile _CloseGS closeRec
clc
lda eofRec+4 ; File Size
rts
:openReadErr jsr :closeFile
nop
nop
PushWord #0
PushLong #msgLine1
PushLong #msgLine2
PushLong #msgLine3
PushLong #msgLine4
_TLTextMountVolume
pla
cmp #1
bne :loadFileErr
brl :openFile
:loadFileErr sec
rts
msgLine1 str 'Unable to load File'
msgLine2 str 'Press a key :'
msgLine3 str ' -> Return to Try Again'
msgLine4 str ' -> Esc to Quit'
; Data storage
MusicFile str '1/main.ntp'
BG1DataFile strl '1/bg1a.bin'
BG1AltDataFile strl '1/bg1b.bin'
ImageName strl '1/test.pic'
FGName strl '1/fg1.bin'
MasterId ds 2
UserId ds 2
openRec dw 2 ; pCount
ds 2 ; refNum
adrl FGName ; pathname
eofRec dw 2 ; pCount
ds 2 ; refNum
ds 4 ; eof
readRec dw 4 ; pCount
ds 2 ; refNum
ds 4 ; dataBuffer
ds 4 ; requestCount
ds 4 ; transferCount
closeRec dw 1 ; pCount
ds 2 ; refNum
qtRec adrl $0000
da $00
put App.Init.s
put App.Msg.s
put Actions.s
put font.s
put Render.s
put blitter/Blitter.s
put blitter/Horz.s
put blitter/PEISlammer.s
put blitter/Tables.s
put blitter/Template.s
put blitter/Tiles.s
put blitter/Vert.s
put blitter/BG1.s
put RotData.s