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BBC Micro Elite

Save and load: LOD

Name: LOD [View in context] Type: Subroutine Category: Save and load Summary: Load a commander file
The filename should be stored at INWK, terminated with a carriage return (13).
.LOD { LDX #2 \ Enable the Escape key and clear memory if the Break JSR FX200 \ key is pressed (*FX 200,2) JSR ZERO \ Zero-fill pages &9, &A, &B, &C and &D, which clears \ the ship data blocks, the ship line heap, the ship \ slots for the local bubble of universe, and various \ flight and ship status variables LDY #&B \ Set up an OSFILE block at &0C00, containing: STY &0C03 \ INC &0C0B \ Load address = &00000B00 in &0C02 to &0C05 INY \ \ Length of file = &00000100 in &0C0A to &0C0D \ \ Y is left containing &C which we use next LDA #&FF \ Call QUS1 with A = &FF, Y = &C to load the commander JSR QUS1 \ file at address &0B00 LDA &B00 \ If the first byte of the loaded file has bit 7 set, BMI SPS1+1 \ jump to SPS+1, which is the second byte of an LDA #0 \ instruction, i.e. a BRK instruction, which will force \ an interrupt to call the address in BRKV, which is set \ to BR1... so this instruction restarts the game from \ the title screen. Valid commander files for the \ cassette version of Elite only have 0 for the first \ byte, while the disc version can have 0, 1, 2, &A or \ &E, so having bit 7 set is invalid anyway LDX #NT% \ We have successfully loaded the commander file at \ &0B00, so now we want to copy it to the last saved \ commander data block at NA%+8, so we set up a counter \ in X to copy NT% bytes .LOL1 LDA &B00,X \ Copy the X-th byte of &0B00 to the X-th byte of NA%+8 STA NA%+8,X DEX \ Decrement the loop counter BPL LOL1 \ Loop back until we have copied all NT% bytes LDX #3 \ Fall through into FX200 to disable the Escape key and \ clear memory if the Break key is pressed (*FX 200,3) \ and return from the subroutine there }