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Start and end: DFAULT

[Commodore 64 version]

Name: DFAULT [Show more] Type: Subroutine Category: Start and end Summary: Reset the current commander data block to the last saved commander
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * BR1 (Part 1 of 2) calls DFAULT * SVE calls DFAULT
.DFAULT LDX #NT%+8 ; The size of the last saved commander data block is NT% ; bytes, and it is preceded by the 8 bytes of the ; commander name (seven characters plus a carriage ; return). The commander data block at NAME is followed ; by the commander data block, so we need to copy the ; name and data from the "last saved" buffer at NA% to ; the current commander workspace at NAME. So we set up ; a counter in X for the NT% + 8 bytes that we want to ; copy .QUL1 LDA NA%-1,X ; Copy the X-th byte of NA%-1 to the X-th byte of STA NAME-1,X ; NAME-1 (the -1 is because X is counting down from ; NT% + 8 to 1) DEX ; Decrement the loop counter BNE QUL1 ; Loop back for the next byte of the commander data ; block STX QQ11 ; X is 0 by the end of the above loop, so this sets QQ11 ; to 0, which means we will be showing a view without a ; boxed title at the top (i.e. we're going to use the ; screen layout of a space view in the following) ; If the commander check below fails, we keep jumping ; back to here to crash the game with an infinite loop .doitagain JSR CHECK ; Call the CHECK subroutine to calculate the checksum ; for the current commander block at NA%+8 and put it ; in A CMP CHK ; Test the calculated checksum against CHK IF _REMOVE_CHECKSUMS NOP ; If we have disabled checksums, then ignore the result NOP ; of the comparison and fall through into the next part ELSE BNE doitagain ; If the calculated checksum does not match CHK, then ; loop back to repeat the check - in other words, we ; enter an infinite loop here, as the checksum routine ; will keep returning the same incorrect value ENDIF ; The checksum CHK is correct, so now we check whether ; CHK2 = CHK EOR A9, and if this check fails, bit 7 of ; the competition flags at COK gets set, to indicate ; to Acornsoft via the competition code that there has ; been some hacking going on with this competition entry EOR #$A9 ; X = checksum EOR $A9 TAX LDA COK ; Set A to the competition flags in COK CPX CHK2 ; If X = CHK2, then skip the next instruction BEQ tZ ORA #%10000000 ; Set bit 7 of A to indicate this commander file has ; been tampered with .tZ ORA #%01000000 ; Set bit 6 of A to denote that this is the Master ; version STA COK ; Store the updated competition flags in COK JSR CHECK2 ; Call CHECK2 to calculate the third checksum for the ; last saved commander and return it in A CMP CHK3 ; Test the calculated checksum against CHK3 IF _REMOVE_CHECKSUMS NOP ; If we have disabled checksums, then ignore the result NOP ; of the comparison and fall through into the next part ELSE BNE doitagain ; If the calculated checksum does not match CHK3, then ; loop back to repeat the check - in other words, we ; enter an infinite loop here, as the checksum routine ; will keep returning the same incorrect value ENDIF RTS ; Return from the subroutine