.BRKBK LDA #LO(BRBR) \ Set BRKV to point to the BRBR routine STA BRKV LDA #HI(BRBR) STA BRKV+1 LDA #LO(CHPR) \ Set WRCHV to point to the CHPR routine STA WRCHV LDA #HI(CHPR) STA WRCHV+1 JSR SAVEZP \ Call SAVEZP to backup the top part of zero page JSR STARTUP \ Call STARTUP to set various vectors, interrupts and \ timers JMP SRESET \ Call SRESET to reset the sound buffers and return from \ the subroutine using a tail call IF _SNG47 CLI \ These instructions are never reached and have no RTI \ effect ENDIFName: BRKBK [Show more] Type: Subroutine Category: Save and load Summary: Set the standard BRKV handler for the gameContext: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * S% calls BRKBK
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Subroutine BRBR (category: Utility routines)
The standard BRKV handler for the game
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Configuration variable: BRKV = &0202
The break vector that we intercept to enable us to handle and display system errors
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Subroutine CHPR (category: Text)
Print a character at the text cursor by poking into screen memory
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Subroutine SAVEZP (category: Utility routines)
Save zero page (&0090 to &00FF) into the buffer at &3000
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Subroutine SRESET (category: Sound)
Reset the sound buffer and turn off all sound channels
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Subroutine STARTUP (category: Loader)
Set the various vectors, interrupts and timers
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Configuration variable: WRCHV = &020E
The WRCHV vector that we intercept to implement our own custom OSWRCH commands for communicating over the Tube