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Save and load: savscr

[6502 Second Processor version]

Name: savscr [Show more] Type: Subroutine Category: Save and load Summary: Save a screenshot if CTRL-D is pressed when the game is paused
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * DK4 calls savscr

Screen memory from &4000 to &7FFF is saved to disc with an incremental filename, starting with ":0.X.SCREEN1" for the first screenshot, then ":0.X.SCREEN2" for the next, and so on.
.savscr JSR CTRL \ Scan the keyboard to see if CTRL is currently pressed, \ returning a negative value in A if it is BPL FREEZE \ If CTRL is not being pressed, jump to FREEZE to keep \ listening for configuration keys while we're paused LDX #17 \ We start by copying the 18 bytes in oscobl2 to oscobl, \ so set a counter in X for 18 bytes. The oscobl block \ is not altered by this routine or any other, so it \ isn't clear why we copy oscobl2 to oscobl, but perhaps \ there was a reason at some point .savscl LDA oscobl2,X \ Copy the X-th byte of oscobl2 to the X-th byte of STA oscobl,X \ oscobl DEX \ Decrement the byte counter BPL savscl \ Loop back for the next byte until we have copied all \ 18 bytes LDX #LO(oscobl) \ Set (Y X) to point to the oscobl parameter block LDY #HI(oscobl) LDA #0 \ Call OSFILE with A = 0 to save a file containing the JSR OSFILE \ screen memory from &4000 to &7FFF INC scname+11 \ Increment the screenshot number in the filename at \ scname, so ":0.X.SCREEN1" becomes ":0.X.SCREEN2" and \ so on JMP FREEZE \ Jump back into the pause loop to keep listening for \ configuration key presses