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Copy protection: LBL

[BBC Micro cassette version, Big Code file]

Name: LBL [Show more] Type: Subroutine Category: Copy protection Summary: Checksum the two pages of code that were copied from UU% to LE%
Context: See this subroutine in context in the source code References: No direct references to this subroutine in this source file

This routine is called at LBL+1 from the CHECKER routine in the loader code in elite-loader.asm. It calculates the checksum of the first two pages of the loader code that was copied from UU% to LE% by part 3 of the loader, and checks the result against the result in the first byte of the LE% block, CHECKbyt, at address &0B00.
Other entry points: LBL+2 Contains an RTS
.LBL EQUB &6C \ This value is decremented by the tape loading routine \ in the loader, in IRQ1. During loading this value gets \ decremented down to &6C, and this new value is then \ included in the checksum calculation for the MAINSUM \ checksum in the CHECKER routine (the value is set to \ &6C here as the tape protection is disabled) LDX #&60 \ Set X = &60. This value of X isn't used, it's just a \ set up for the RTS call below, where we jump to LBL+2 \ to perform an RTS, as the opcode for RTS is &60 \ We now run a checksum on the block of memory from \ &0B01 to &0CFF, which is the UU% routine from the \ loader LDA #&B \ Set ZP(1 0) = &0B00, to point to the start of the code STA ZP+1 \ we want to checksum LDY #0 \ Set Y = 0 to count through each byte within each page STY ZP TYA \ Set A = 0 for building the checksum INY \ Increment Y to 1 .CHK3 CLC \ Add the Y-th byte of the game code to A ADC (ZP),Y INY \ Increment the counter to point to the next byte BNE CHK3 \ Loop back for the next byte until we have finished \ adding up this page INC ZP+1 \ Increment the high byte of ZP(1 0) to point to the \ next page .CHK4 CLC \ Add the Y-th byte of this page to the checksum in A ADC (ZP),Y INY \ Increment the counter for this page BPL CHK4 \ Loop back for the next byte until we have finished \ adding up this second page CMP &0B00 \ Compare the result to the contents of CHECKbyt in the \ loader code at elite-loader.asm. This value gets set \ by elite-checksum.py BEQ LBL+2 \ If the checksums match, jump to LBL+2, which contains \ an RTS \ Otherwise the checksum just failed, so we reset the \ machine LDA #%01111111 \ Set 6522 System VIA interrupt enable register IER STA &FE4E \ (SHEILA &4E) bits 0-6 (i.e. disable all hardware \ interrupts from the System VIA) JMP (&FFFC) \ Jump to the address in &FFFC to reset the machine .elitea PRINT "elitea = ", ~P% INCBIN "3-assembled-output/ELTA.bin" .eliteb PRINT "eliteb = ", ~P% INCBIN "3-assembled-output/ELTB.bin" .elitec PRINT "elitec = ", ~P% INCBIN "3-assembled-output/ELTC.bin" .elited PRINT "elited = ", ~P% INCBIN "3-assembled-output/ELTD.bin" .elitee PRINT "elitee = ", ~P% INCBIN "3-assembled-output/ELTE.bin" .elitef PRINT "elitef = ", ~P% INCBIN "3-assembled-output/ELTF.bin" .eliteg PRINT "eliteg = ", ~P% INCBIN "3-assembled-output/ELTG.bin" .checksum0 PRINT "checksum0 = ", ~P% IF _SOURCE_DISC OR _TEXT_SOURCES SKIP 1 \ We skip this byte so we can insert the checksum later \ in elite-checksum.py ELIF _STH_CASSETTE EQUB &20 \ We skip this byte so we can insert the checksum later \ in elite-checksum.py; it contains workspace noise in \ the Stairway to Hell variant ENDIF .ships PRINT "ships = ", ~P% INCBIN "3-assembled-output/SHIPS.bin" .end