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Elite on the BBC Micro and NES

Loader: LOADSCR

[BBC Micro disc version, Loader 2]

Name: LOADSCR [Show more] Type: Subroutine Category: Loader Summary: Show the mode 7 Acornsoft loading screen
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * PROT1 calls LOADSCR
.LOADSCR LDA ZP \ Set ZP(1 0) = ZP(1 0) - (PROT1 - ECHAR) SEC \ = PROT1 - PROT1 + ECHAR SBC #LO(PROT1 - ECHAR) \ = ECHAR STA ZP LDA ZP+1 SBC #HI(PROT1 - ECHAR) STA ZP+1 LDX #0 \ Set S = 0, to use as a flag denoting whether this is a STX S \ BBC Micro (0) or an Electron (&FF) LDY #&FF \ Call OSBYTE with A = 129, X = 0 and Y = &FF to detect LDA #129 \ the machine type. This call is undocumented and is not JSR OSBYTE \ the recommended way to determine the machine type \ (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 = 1 if this is an Electron \ * X = Y = &FF if this is a BBC Micro with MOS 1.20 CPX #1 \ If X is not 1, then this is not an Electron, so jump BNE bbc \ to bbc DEC S \ Decrement S to &FF, to denote that this is an Acorn \ Electron \ We now define a character set consisting of "fake" \ mode 7 graphics characters so the Electron can print \ its own version of the Acornsoft loading screen \ despite not having the BBC Micro's teletext mode 7 \ \ The command to define a character is as follows: \ \ VDU 23, n, b0, b1, b2, b3, b4, b5, b6, b7 \ \ where n is the character number and b0 through b7 are \ the bytes for each pixel row in the character (there \ are 8 rows of 8 pixels in a character) \ \ So in the following, we perform the above command \ for each character using the values from the ECHAR \ table LDY #0 \ Set Y to act as an index into the table at ECHAR .eloop LDX #7 \ Set a counter in X for the 8 bytes we need to print \ from the table for each character definition (one byte \ per pixel row) LDA #23 \ Print character 23 (i.e. VDU 23) JSR OSWRCH TYA \ We will increase Y by 8 for each character, so this LSR A \ sets A = Y / 8 to give the character number, starting LSR A \ from 0 and counting up by 1 for each new character LSR A ORA #&E0 \ This adds &E0 to A, so our new character set starts \ with character number &E0, then character number &E1, \ and so on JSR OSWRCH \ Print the character number (so we have now done the \ VDU 23, n part of the command) .vloop LDA (ZP),Y \ Print the Y-th byte from the ECHAR table (we set ZP to JSR OSWRCH \ point to ECHAR above) INY \ Increment the index to point to the next byte in the \ table DEX \ Decrement the byte counter BPL vloop \ Loop back until we have printed 8 characters CPY #224 \ Loop back to do the next VDU 23 command until we have BNE eloop \ printed out the whole table .bbc \ We now print the Acornsoft loading screen background \ using mode 7 graphics (for the BBC Micro) or the \ "fake" characters we just defined (for the Electron \ version) LDA ZP \ Set ZP(1 0) = ZP(1 0) + LOGO - ECHAR CLC \ = ECHAR + LOGO - ECHAR ADC #(LOGO - ECHAR) \ = LOGO STA ZP BCC P%+4 INC ZP+1 LDA #22 \ Switch to mode 7 using a VDU 22, 7 command JSR OSWRCH LDA #7 JSR OSWRCH .jsr1 JSR prstr - PROT1 \ Call prstr to print the following characters, \ restarting from the NOP instruction (this destination \ address is modified by the code above that adds PROT1 \ to the address) EQUB 23, 0, 10, 32 \ Set 6845 register R10 = 32 EQUB 0, 0, 0 \ EQUB 0, 0, 0 \ This is the "cursor start" register, which sets the \ cursor start line at 0, so it turns the cursor off NOP \ Marks the end of the VDU block LDA #145 \ Set T to teletext control code 145 (Red graphics) to STA T \ specify that the first Acornsoft is red .jsr2 JSR jsr5 - PROT1 \ Call jsr5, which calls jsr6, which calls LOGOS (this \ destination address is modified by the code above that \ adds PROT1 to the address) BIT S \ If bit 7 of S is set (this is an Electron), jump to BMI jsr4 \ jsr4 .jsr3 \ If we get here then this is a BBC Micro, so we can \ show the game's name in the mode 7 screen JSR prstr - PROT1 \ Call prstr to print the following characters, \ restarting from the NOP instruction (this destination \ address is modified by the code above that adds PROT1 \ to the address) EQUB 28 \ Define a text window as follows: EQUB 13, 13, 25, 10 \ \ * Left = 13 \ * Right = 25 \ * Top = 10 \ * Bottom = 13 \ \ i.e. 3 rows high, 12 columns wide at (13, 10) EQUB 12 \ Clear the text area EQUB 10 \ Move the cursor down one row EQUB 135 \ Teletext control code 135 (Select white text) EQUB 141 \ Teletext control code 141 (Double height) EQUS "E L I T E" \ The top half of the game's name EQUB 140 \ Teletext control code 140 (Turn off double height) EQUB 146 \ Teletext control code 146 (Select green graphics) EQUB 135 \ Teletext control code 135 (Select white text) EQUB 141 \ Teletext control code 141 (Double height) EQUS "E L I T E" \ The top half of the game's name NOP \ Marks the end of the VDU block RTS \ Return from the PROT1 subroutine EQUS " " \ These bytes appear to be unused EQUB 140, 146 EQUB 135, 141 EQUS " " EQUS " " EQUS " " EQUS " " EQUS " " NOP RTS .jsr4 \ If we get here then this is an Electron JSR prstr - PROT1 \ Call prstr to print the following characters, \ restarting from the NOP instruction (this destination \ address is modified by the code above that adds PROT1 \ to the address) EQUB 28 \ Define a text window as follows: EQUB 13, 12, 25, 10 \ \ * Left = 13 \ * Right = 25 \ * Top = 10 \ * Bottom = 12 \ \ i.e. 2 rows high, 12 columns wide at (13, 10) EQUB 12 \ Clear the text area EQUB 26 \ Restore default windows EQUB 31, 15, 11 \ Move text cursor to 15, 11 EQUS "E L I T E" \ The name of the game NOP \ Marks the end of the VDU block RTS \ Return from the PROT1 subroutine EQUS " " \ These bytes appear to be unused EQUS " " NOP RTS .jsr5 JSR jsr6 - PROT1 \ Call jsr6 (this destination address is modified by the \ code above that adds PROT1 to the address). This calls \ the LOGOS routine twice to print two Acornsoft logos, \ with a newline between then JSR OSNEWL \ Print two newlines JSR OSNEWL .jsr6 JSR LOGOS - PROT1 \ Call LOGOS (this destination address is modified by \ the code above that adds PROT1 to the address). This \ prints a third Acornsoft logo JSR OSNEWL \ Print a newline \ Fall through into LOGOS to print a fourth Acornsoft \ logo and return from the subroutine using a tail call