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Loader: Elite loader (Part 1 of 2)

[6502 Second Processor version, Loader 2]

Name: Elite loader (Part 1 of 2) [Show more] Type: Subroutine Category: Loader Summary: Move loading screen binaries into screen memory and load and run the main game code
Context: See this subroutine in context in the source code References: No direct references to this subroutine in this source file
.ENTRY MVE DIALS, &7000, &E \ Move the binary at DIALS (the dashboard background) to \ locations &7000-&7DFF in screen memory (14 pages) \MVE DATE, &6000, &1 \ This instruction is commented out in the original \ course, but it would move the binary at DATE to \ locations &6000-&60FF in screen memory (1 page), \ which would display the following message on the \ loading screen: "2nd Pro ELITE -Finished 13/12/84" MVE ASOFT, &4200, &1 \ Move the binary at ASOFT (the "Acornsoft" heading) to \ locations &4200-&42FF in screen memory (1 page) MVE ELITE, &4600, &1 \ Move the binary at ELITE (the "ELITE" heading) to \ locations &4600-&46FF in screen memory (1 page) MVE CpASOFT, &6C00, &1 \ Move the binary at CpASOFT (the Acornsoft copyright \ message) to locations &6C00-&6CFF in screen memory \ (1 page) LDX #LO(MESS2) \ Set (Y X) to point to MESS2 ("R.I.CODE") LDY #HI(MESS2) JSR OSCLI \ Call OSCLI to run the OS command in MESS2, which *RUNs \ the main I/O processor game code in I.CODE LDX #LO(MESS3) \ Set (Y X) to point to MESS3 ("R.P.CODE") LDY #HI(MESS3) JMP OSCLI \ Call OSCLI to run the OS command in MESS3, which *RUNs \ the main parasite game code in P.CODE, returning from \ the subroutine using a tail call