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Elite on the BBC Micro and NES

Loader: Elite loader

[6502 Second Processor version, Loader 1]

Name: Elite loader [Show more] Type: Subroutine Category: Loader Summary: Check for a 6502 Second Processor, perform a number of OS calls, set up sound and run the second loader
Context: See this subroutine in context in the source code References: No direct references to this subroutine in this source file
.ENTRY CLD \ Clear the decimal flag, so we're not in decimal mode IF _SNG45 OR _EXECUTIVE NOP \ In SNG45, the release version of 6502 Second Processor NOP \ Elite, the detection code from the original source is NOP \ disabled and replaced by NOPs NOP \ NOP \ This is also true in the Executive version NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP LDA #234 \ Call OSBYTE with A = 234, X = 0 and Y = &FF, which LDX #0 \ detects whether Tube hardware is present, returning LDY #&FF \ X = 0 (not present) or X = &FF (present) JSR OSBYTE ELIF _SOURCE_DISC LDA #129 \ Call OSBYTE with A = 129, X = 0 and Y = &FF to detect LDX #0 \ the machine type. This call is undocumented and is not LDY #&FF \ the recommended way to determine the machine type JSR OSBYTE \ (OSBYTE 0 is the correct way), but this call returns \ the following: \ \ * X = Y = 0 if this is a BBC Micro with MOS 0.1 \ * X = Y = &FF if this is a BBC Micro with MOS 1.20 TXA \ If X is non-zero then jump to not0, as this is not MOS BNE not0 \ 0.1 TYA \ If Y is non-zero then jump to not0, as this is not MOS BNE not0 \ 0.1 JMP happy \ If we get here then this is a BBC Micro Model B with \ MOS 0.1, so jump to happy to continue the loading \ process (which is a bit odd as Elite doesn't work on \ MOS 0.1, so this just tries to load the game, which \ fails) .not0 \ If we get here, then this is not MOS 0.1. We now jump \ to blap2 only if X = &FF and Y = &FF INX \ Increment X, which will give us zero if X was &FF BNE blap1 \ If X is non-zero, then X was not &FF before the \ increment, so jump to blap1 INY \ Increment Y, which will give us zero if Y was &FF BEQ blap2 \ If Y is now 0, jump to blap2 for further checks .blap1 JMP happy \ If we get here then this is not a BBC Micro with MOS \ 1.20... so we jump to happy to continue the loading \ process, which is again a bit odd, as the game won't \ actually work (if you load this version of the game \ on a Master or BBC B+, it will try to run the game \ rather than giving an error - most odd) \JSR ZZZAP \ These instructions are commented out in the original \BRK \ source \EQUB 0 \EQUS " This program only runs on a BBC Micro with 6502 Second Processor" \EQUW &0C0A \BRK .blap2 \ If we get here then this is a BBC Micro with MOS 1.20, \ and we arrive here with X = 0 and Y = 0 LDA #234 \ Call OSBYTE with A = 234, X = 0 and Y = &FF, which DEY \ detects whether Tube hardware is present, returning JSR OSBYTE \ X = 0 (not present) or X = &FF (present) ENDIF TXA \ If X is non-zero (Tube is present) then jump to happy BNE happy \ to continue the loading process JSR ZZZAP \ Otherwise the Tube is not present, and we can't run \ the game, so call ZZZAP to blank out memory BRK \ Execute a BRK instruction to display the following \ system error, and stop everything EQUB 0 \ Error number IF _SNG45 OR _EXECUTIVE EQUB &0A \ Print a line feed EQUB &16, &07 \ VDU 22, 7 (change to mode 7) EQUS "This program needs a 6502 2nd Processor" ELIF _SOURCE_DISC EQUS "This program needs a 6502 Second Processor" ENDIF EQUB 10 \ Line feed and carriage return EQUB 13 BRK .ZZZAP \ The following blanks out memory, so crackers can't \ just unplug their Tube, run the game, get an error \ message and then poke around in memory to discover \ the loader's secrets LDA #LO(happy) \ Set the low byte of ZP(1 0) to the low byte of happy STA ZP LDX #HI(happy) \ Set X to the high byte of happy, to act as a page \ counter LDY #0 \ Set Y = 0 to act as a byte counter .ZZZAPL STX ZP+1 \ Set the high byte of ZP(1 0) to X, so ZP(1 0) starts \ by pointing to the location happy, and will increase \ by a page every time we increment X STA (ZP),Y \ Store A (we don't care what it contains) in the Y-th \ byte of the block pointed to be ZP(1 0) INY \ Increment the byte counter BNE ZZZAPL \ Loop back until we reach a page boundary INX \ Increment the page counter to point to the next page CPX #(HI(MESS2)+1) \ Loop back until we have filled up to the end of the BNE ZZZAPL \ page containing MESS2, which is at the end of the \ loader code RTS \ Return from the subroutine .happy \ If we get here, then one of the following is true: \ \ * This is a BBC Micro Model B with MOS 0.1 \ (X = Y = 0) \ \ * This is not a BBC Micro with MOS 1.20 \ (X <> &FF and Y <> &FF) \ \ * This is a BBC Micro with MOS 1.20 and the Tube \ (X = Y = &FF and Tube hardware is detected) \ \ The odd thing is that the game only works on the last \ system, so you would think that the first two would \ give an error... but instead, we try to run the game \ and fail, which is all a bit strange \ \ That's what you get for using undocumented calls... LDA #16 \ Call OSBYTE with A = 16 and X = 3 to set the ADC to LDX #3 \ sample 3 channels from the joystick/Bitstik JSR OSBYTE LDA #190 \ Call OSBYTE with A = 190, X = 8 and Y = 0 to set the LDX #8 \ ADC conversion type to 8 bits, for the joystick JSR OSB LDA #200 \ Call OSBYTE with A = 200, X = 3 and Y = 0 to disable LDX #3 \ the ESCAPE key and clear memory if the BREAK key is JSR OSB \ pressed \LDA #144 \ These instructions are commented out in the original \LDX #255 \ source, but they would call OSBYTE with A = 144, \JSR OSB \ X = 255 and Y = 0 to move the screen down one line and \ turn screen interlace on LDA #225 \ Call OSBYTE with A = 225, X = 128 and Y = 0 to set LDX #128 \ the function keys to return ASCII codes for SHIFT-fn JSR OSB \ keys (i.e. add 128) LDA #13 \ Call OSBYTE with A = 13, X = 2 and Y = 0 to disable LDX #2 \ the "character entering buffer" event JSR OSB LDA #LO(B%) \ Set ZP(1 0) to point to the VDU code table at B% STA ZP LDA #HI(B%) STA ZP+1 LDY #0 \ We are now going to send the N% VDU bytes in the table \ at B% to OSWRCH to set up the special mode 1 screen \ that forms the basis for the split-screen mode .LOOP LDA (ZP),Y \ Pass the Y-th byte of the B% table to OSWRCH JSR OSWRCH INY \ Increment the loop counter CPY #N% \ Loop back for the next byte until we have done them BNE LOOP \ all (the number of bytes was set in N% above) LDA #20 \ Call OSBYTE with A = 20, X = 0 and Y = 0 to implode LDX #0 \ the soft character definitions, so they don't take up JSR OSB \ extra memory (by default, having a Second Processor \ present explodes the soft character definitions, so \ this reclaims 6 pages of memory) LDA #4 \ Call OSBYTE with A = 4, X = 1 and Y = 0 to disable LDX #1 \ cursor editing, so the cursor keys return ASCII values JSR OSB \ and can therefore be used in-game LDA #9 \ Call OSBYTE with A = 9, X = 0 and Y = 0 to disable LDX #0 \ flashing colours JSR OSB JSR PLL1 \ Call PLL1 to draw Saturn FNE 0 \ Set up sound envelopes 0-3 using the FNE macro FNE 1 FNE 2 FNE 3 LDX #LO(MESS1) \ Set (Y X) to point to MESS1 ("DIR E") LDY #HI(MESS1) JSR OSCLI \ Call OSCLI to run the OS command in MESS1, which \ changes the disc directory to E LDX #LO(MESS2) \ Set (Y X) to point to MESS2 ("R.I.ELITEa") LDY #HI(MESS2) JMP OSCLI \ Call OSCLI to run the OS command in MESS2, which *RUNs \ the second loader in I.ELITEa, returning from the \ subroutine using a tail call