.BRBR \ When we call this routine, we know that brkd will be \ zero, as it is initialised to zero and the only other \ place it gets changed is in the TITLE routine, where \ it also gets set to 0 DEC brkd \ Set brkd = &FF to indicate that there is a system \ error that needs to be printed out on the title screen \ by the TITLE routine BNE BR1 \ If brkd is non-zero then it must be &FF, which \ indicates that where is a system error that we need to \ print, so jump to BR1 to restart the game and fall \ through into the TITLE routine to print the error JSR RES2 \ Reset a number of flight variables and workspaces \ and fall through into the entry code for the game \ to restart from the title screenName: BRBR [Show more] Type: Subroutine Category: Utility routines Summary: The standard BRKV handler for the game Deep dive: Swapping between the docked and flight codeContext: See this subroutine in context in the source code References: This subroutine is called as follows: * BRKBK calls BRBR
This routine is used to display error messages. It does this by restarting the game to display the title screen, and the TITLE routine then prints the error message on-screen. BRKV is set to this routine in the loader, when the docked code is loaded, and at the end of the SVE routine after the disc access menu has been processed. In other words, this is the standard BRKV handler for the game, and it's swapped out to MEBRK for disc access operations only. When it is the BRKV handler, the routine can be triggered using a BRK instruction. The main differences between this routine and the MEBRK handler that is used during disc access operations are that this routine restarts the game rather than returning to the disc access menu.
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Subroutine BR1 (Part 1 of 2) (category: Start and end)
Show the "Load New Commander (Y/N)?" screen and start the game
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Subroutine RES2 (category: Start and end)
Reset a number of flight variables and workspaces
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Variable brkd (category: Utility routines)
A flag that indicates whether a system error has occured