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pop-beeb.asm
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pop-beeb.asm
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; pop-beeb
; Prince of Persia
; Port to the BBC Master
; Main build file
\*-------------------------------
; GLOBAL DEFINES
\*-------------------------------
INCLUDE "pop-beeb.h.asm"
\*-------------------------------
; CALCULATE FILESIZES
\*-------------------------------
INCLUDE "lib/filesizes.asm"
f_CHTAB9=0
f_CHTAB8=1
f_CHTAB7=2
f_CHTAB6=3
f_CHTAB5=4
f_FAT=5
f_GD=6
f_SHAD=7
f_SKEL=8
f_VIZ=9
f_DUN1A=10
f_DUN1B=11
f_DUN2=12
f_PAL1A=13
f_PAL1B=14
f_PAL2=15
\*-------------------------------
; ZERO PAGE
\*-------------------------------
locals = $d0 ; VDU workspace
locals_top = $e3
zp_top = &a0
ORG &0
GUARD locals
map_2bpp_to_mode2_pixel=&0
.RESERVE_00 skip 1
.RESERVE_01 skip 1
.RESERVE_02 skip 1
.DLL_REG_A skip 1
.DLL_REG_X skip 1
INCLUDE "game/eq.h.asm"
INCLUDE "game/gameeq.h.asm"
INCLUDE "game/beeb-plot.h.asm"
; Music Libraries
INCLUDE "lib/exomiser.h.asm"
INCLUDE "lib/vgmplayer.h.asm"
PRINT "--------"
PRINT "ZERO PAGE"
PRINT "--------"
PRINT "Zero page high watermark = ", ~P%
PRINT "Zero page free = ", ~(zp_top - P%)
PRINT "--------"
; Local ZP variables only
INCLUDE "game/frameadv.h.asm"
INCLUDE "game/hires.h.asm"
INCLUDE "game/master.h.asm"
INCLUDE "game/mover.h.asm"
INCLUDE "game/ctrl.h.asm"
INCLUDE "game/grafix.h.asm"
INCLUDE "game/coll.h.asm"
INCLUDE "game/auto.h.asm"
INCLUDE "game/ctrlsubs.h.asm"
INCLUDE "game/misc.h.asm"
INCLUDE "game/specialk.h.asm"
\*-------------------------------
; BSS data in lower RAM
\*-------------------------------
LANG_START=&300
LOWER_TOP=&D00
ORG LANG_START ; VDU and language workspace
GUARD LOWER_TOP ; sound workspace
INCLUDE "game/beeb_lang.asm"
INCLUDE "game/gameeq.asm"
INCLUDE "game/beeb_lower.asm"
INCLUDE "game/eq.asm"
PRINT "--------"
PRINT "LANG + LOWER Workspace"
PRINT "--------"
PRINT "Lower workspace high watermark = ", ~P%
PRINT "Lower workspace RAM free = ", ~(LOWER_TOP - P%)
PRINT "--------"
; Save cheeky lower RAM block
SAVE "disc/Lower", &C00, &D00,0
\ Should be OK for disk scratch RAM to overlap run time workspace
\ Need to be aware of disc catalogue caching though
SCRATCH_RAM_ADDR = &300
\*-------------------------------
; CORE RAM
\*-------------------------------
CORE_START=&E00
CORE_TOP=&3000
ORG CORE_START
GUARD CORE_TOP ; bottom of SHADOW RAM
.pop_beeb_start
.pop_beeb_core_start
.beeb_boot_start
.pop_beeb_entry
{
\\ Test for MASTER
LDA #0
LDX #1
JSR osbyte
CPX #3
BCC fail
CPX #6
BCS fail
\\ Test for SWRAM - need all 4x banks
LDA #68
JSR osbyte
TXA
AND #&F ; for some reason DC DTRAP reports this as &FF?
CMP #&F
BNE fail
\\ Test for OSHWM, i.e. PAGE = &E00
\\ (Probably wouldn't have loaded if this wasn't the case)
LDA #131
JSR osbyte
CPY #&0E
BEQ swr_ok
.fail
LDX #LO(swr_fail_text):LDY #HI(swr_fail_text):JMP print_XY
.swr_ok
\\ MODE 7 during initialise
LDA #22:JSR oswrch
LDA #7:JSR oswrch
\\ Turn off cursor
\\ SM: no worky on Beeb Em - where did this voodoo come from anyways?!
\\ LDA #8:STA &FE00
\\ LDA #&D3:STA &FE01
\\ Turn off cursor by directly poking crtc
LDA #10: STA &FE00
LDA #32: STA &FE01
\\ Hard reset on break
LDA #200:LDX #3:JSR &FFF4
\\ Clear larger frame buffer (MODE 2)
JSR beeb_CLS
\\ Loading screen
LDX #LO(load_filename)
LDY #HI(load_filename)
LDA #HI(&7C00)
JSR disksys_decrunch_file
\\ Load executable overlays
LDX #LO(lower_filename)
LDY #HI(lower_filename)
LDA #&0C
JSR disksys_load_file
\\ Load Main
\ Ensure MAIN RAM is writeable
LDA &FE34:AND #&FB:STA &FE34
LDX #LO(main_filename)
LDY #HI(main_filename)
LDA #HI(pop_beeb_main_start)
JSR disksys_decrunch_file
\ Ensure SHADOW RAM is writeable
LDA &FE34:ORA #&4:STA &FE34
LDX #LO(main_filename)
LDY #HI(main_filename)
LDA #HI(pop_beeb_main_start)
JSR disksys_decrunch_file
\\ Load Aux
\\ And Aux B (SWRAM)
LDA #BEEB_SWRAM_SLOT_AUX_B
JSR swr_select_slot
LDX #LO(auxb_filename)
LDY #HI(auxb_filename)
LDA #HI(pop_beeb_aux_b_start)
JSR disksys_decrunch_file
LDA #BEEB_SWRAM_SLOT_AUX_HIGH
JSR swr_select_slot
\\ And Aux High (SWRAM)
LDX #LO(high_filename)
LDY #HI(high_filename)
LDA #HI(pop_beeb_aux_high_start)
JSR disksys_decrunch_file
\ Ensure HAZEL RAM is writeable - assume this says writable throughout?
LDA &FE34:ORA #&8:STA &FE34
\\ And Aux HAZEL
LDX #LO(hazel_filename)
LDY #HI(hazel_filename)
LDA #HI(pop_beeb_aux_hazel_data_start)
JSR disksys_decrunch_file
\ Ensure MAIN RAM is writeable
LDA &FE34:AND #&FB:STA &FE34
\\ Keys screen
LDX #LO(keys_filename)
LDY #HI(keys_filename)
LDA #HI(&7C00)
JSR disksys_decrunch_file
\\ Wait for X seconds for a key press
LDA #&81
IF _DEBUG
LDX #LO(1000):LDY #HI(1000)
ELSE
LDX #LO(3000):LDY #HI(3000)
ENDIF
JSR osbyte
\\ Disable interupts from now on
SEI
LDA #&7F:STA &FE4E ; disable all interupts
LDA #&82:STA &FE4E ; enable vsync interupt
CLI
\ Setup SHADOW buffers for double buffering
; we set bits 0 and 2 of ACCCON, so that display=Main RAM, and shadow ram is selected as main memory
lda &fe34
and #255-1 ; set D to 0
ora #4 ; set X to 1
sta &fe34
LDA #0
STA beeb_vsync_count
IF _DEBUG
STA bgTOP
STA fgTOP
STA wipeTOP
STA peelTOP
STA midTOP
STA objTOP
STA msgTOP
ENDIF
IF _IRQ_VSYNC
JSR beeb_irq_init
ENDIF
IF _AUDIO
; initialize the music system
jsr audio_init
ENDIF
; initialise the vsync irq
{
\\ Start our event driven fx
ldx #LO(event_handler)
ldy #HI(event_handler)
jsr start_eventv
}
IF _DEBUG
\ JMP beeb_test_load_all_levels
\ JMP beeb_test_sprite_plot
ENDIF
\\ Actual POP
\\ Would have been entered directly by the boot loader on Apple II
; JMP firstboot
}
\ Just drop through!
\*-------------------------------
\*
\* F I R S T B O O T - moved from master.asm
\*
\*-------------------------------
.FIRSTBOOT
{
\* Load as much of Stage 3 as we can keep
\ LDA #0
\ JSR disksys_set_drive
\ Relocate font (in SWRAM)
\ Relocate the FONT file
{
LDA #LO(small_font)
STA beeb_readptr
LDA #HI(small_font)
STA beeb_readptr+1
LDY #1 ; not 0!
LDA (beeb_readptr), Y
TAX
JSR beeb_plot_reloc_img_loop
}
STZ map_2bpp_to_mode2_pixel+&00 ; left + right 0
\* Start attract loop
jsr initsystem ;in topctrl
lda #0
sta invert ;rightside up Y tables
sta auto_is_easy ; default difficulty
lda #1
sta soundon ;Sound on
sta musicon ;Music on - from here we respect user's wishes
lda #$ff ; no level sprites cached
sta CHset
sta BGset1
sta BGset2
JSR beeb_set_mode2_no_clear
\\ Own error handler now we're fully initialised
SEI
LDX #LO(error_handler)
LDY #HI(error_handler)
STX BRKV
STY BRKV+1
CLI
IF _BOOT_ATTRACT
jmp AttractLoop
ELSE
jmp DOSTARTGAME
ENDIF
}
IF _DEBUG=0
SKIP 21
ENDIF
\*-------------------------------
; Set custom CRTC mode for game
\*-------------------------------
.beeb_set_mode2_no_clear
{
\\ Wait vsync
LDA #19
JSR osbyte
\\ Set CRTC registers
LDX #13
.crtcloop
STX &FE00
LDA beeb_crtcregs, X
STA &FE01
DEX
BPL crtcloop
\\ Set ULA
LDA #&F4 ; MODE 2
STA &248 ; Tell the OS or it will mess with ULA settings at vsync
STA &FE20
JMP beeb_set_default_palette
}
.beeb_crtcregs
{
EQUB 127 ; R0 horizontal total
EQUB BEEB_SCREEN_CHARS ; R1 horizontal displayed
EQUB 98 ; R2 horizontal position
EQUB &28 ; R3 sync width
EQUB 38 ; R4 vertical total
EQUB 0 ; R5 vertical total adjust
EQUB BEEB_SCREEN_ROWS ; R6 vertical displayed
EQUB 34 ; R7 vertical position; 35=top of screen
EQUB 0 ; R8 interlace
EQUB 7 ; R9 scanlines per row
EQUB 32 ; R10 cursor start
EQUB 8 ; R11 cursor end
EQUB HI(beeb_screen_addr/8) ; R12 screen start address, high
EQUB LO(beeb_screen_addr/8) ; R13 screen start address, low
}
INCLUDE "lib/print.asm"
.swr_fail_text EQUS "Requires Master with 4x SWRAM banks + PAGE at &E00.", 13, 0
.main_filename EQUS "Main $"
.high_filename EQUS "High $"
.hazel_filename EQUS "Hazel $"
.auxb_filename EQUS "AuxB $"
.load_filename EQUS "BITS $"
.lower_filename EQUS "Lower $"
.keys_filename EQUS "Keys $"
EXO_pad=(EXO_buffer_len+EXO_TABL_SIZE)-(P%-beeb_boot_start)
IF EXO_pad > 0
PRINT "PAD LOST", ~EXO_pad, " BYTES"
SKIP EXO_pad
ENDIF
.beeb_boot_end
; Global jump table
IF _JMP_TABLE
INCLUDE "game/aux_jump.asm"
ENDIF
; Beeb source in CORE
INCLUDE "lib/disksys.asm"
INCLUDE "lib/swr.asm"
INCLUDE "game/beeb_test.asm"
INCLUDE "game/beeb_platform.asm"
; PoP source in CORE memory (always present)
; Vsync handler code
INCLUDE "lib/vsync.asm"
INCLUDE "game/master.asm"
master_end=P%
INCLUDE "game/topctrl.asm"
topctrl_end=P%
INCLUDE "game/audio.asm" ; this can go eventually
audio_end=P%
INCLUDE "lib/unpack.asm"
INCLUDE "game/beeb_audio.asm"
; Code moved back into Core from Main
INCLUDE "game/hires.asm"
hires_end=P%
INCLUDE "game/beeb-plot-font.asm"
; Used to be in Main but unrolled code pushed it out
_UNROLL_FASTLAY = TRUE ; unrolled versions of FASTLAY(STA) function
_UNROLL_LAYRSAVE = TRUE ; unrolled versions of layrsave & peel function
_UNROLL_WIPE = TRUE ; unrolled versions of wipe function
_UNROLL_LAYMASK = FALSE ; unrolled versions of LayMask full-fat sprite plot
; If you move a plot function back into Main must update self-mod code in
; beeb_plot_invert_code_in_main in beeb_core.asm for inverting screen!!
INCLUDE "game/beeb-plot-fastlay.asm"
INCLUDE "game/beeb-plot-layrsave.asm"
; PoP gameplay code moved from AUX memory
.pop_beeb_core_end
.pop_beeb_data_start
; Data in CORE memory (always present)
INCLUDE "game/core_data.asm"
.pop_beeb_data_end
\ Pad out Core in DEBUG to keep sector location the same...
IF _DEBUG
SKIP (CORE_TOP - P%)
ENDIF
.pop_beeb_end
; Save Core executable
SAVE "disc/Core", pop_beeb_start, pop_beeb_end, pop_beeb_entry
; Core RAM stats
PRINT "--------"
PRINT "CORE Modules"
PRINT "--------"
PRINT "DISKSYS size = ", ~(beeb_disksys_end - beeb_disksys_start)
PRINT "SWR size = ", ~(beeb_swr_end - beeb_swr_start)
;PRINT "PRINT size = ", ~(beeb_print_end - beeb_print_start)
PRINT "BEEB BOOT size = ", ~(beeb_boot_end - beeb_boot_start)
PRINT "AUX JUMP TABLES size = ", ~(aux_jump_end - aux_jump_start)
PRINT "BEEB TEST size = ", ~(beeb_test_end - beeb_test_start)
PRINT "BEEB PLATFORM size = ", ~(beeb_platform_end - beeb_platform_start)
PRINT "MASTER size = ", ~(master_end - master)
PRINT "TOPCTRL size = ", ~(topctrl_end - topctrl)
PRINT "AUDIO (LEGACY) size = ", ~(audio_end - audio)
PRINT "PUCRUNCH size = ", ~(pucrunch_end-pucrunch_start)
PRINT "HIRES size = ", ~(hires_end - hires)
PRINT "BEEB PLOT FONT size = ", ~(beeb_plot_font_end - beeb_plot_font_start)
PRINT "BEEB PLOT FASTLAY size = ", ~(beeb_plot_fastlay_end - beeb_plot_fastlay_start)
PRINT "BEEB PLOT LAYRSAVE size = ", ~(beeb_plot_layrsave_end - beeb_plot_layrsave_start)
PRINT "--------"
PRINT "Core code size = ", ~(pop_beeb_core_end - pop_beeb_core_start)
PRINT "Core data size = ", ~(pop_beeb_data_end - pop_beeb_data_start)
PRINT "Core high watermark = ", ~P%-(pop_beeb_end - pop_beeb_data_end)
PRINT "Core RAM free = ", ~(CORE_TOP - P%) + (pop_beeb_end - pop_beeb_data_end)
PRINT "--------"
; Run time initalised data in Core can overlay boot
CLEAR &E00, &3000
ORG beeb_boot_start
GUARD beeb_boot_end
.pop_beeb_bss_start
PAGE_ALIGN
.EXO_buffer SKIP EXO_buffer_len
.exo_tabl_bi SKIP EXO_TABL_SIZE
.pucrunch_table SKIP 31
.mobscrn skip mobspace
.mobvel skip mobspace
.mobtype skip mobspace
.auto_is_easy skip 1
.pop_beeb_bss_end
PRINT "--------"
PRINT "Core BSS size = ", ~(pop_beeb_bss_end - pop_beeb_bss_start)
PRINT "Core BSS free = ", ~(beeb_boot_end - pop_beeb_bss_end)
PRINT "--------"
\*-------------------------------
; Construct MAIN RAM (video & screen)
\*-------------------------------
MAIN_START=&3000
MAIN_TOP=beeb_screen_addr
CLEAR 0, &FFFF
ORG MAIN_START
GUARD MAIN_TOP
.pop_beeb_main_start
; Code & data in MAIN RAM (rendering)
; If you move a plot function out of Main must update self-mod code in
; beeb_plot_invert_code_in_main in beeb_core.asm for inverting screen!!
INCLUDE "game/beeb-plot.asm"
INCLUDE "game/beeb-plot-wipe.asm"
INCLUDE "game/beeb-plot-lay.asm"
INCLUDE "game/beeb-plot-peel.asm"
.pop_beeb_main_end
; Save executable code for Main RAM
SAVE "disc/Main", pop_beeb_main_start, pop_beeb_main_end, 0
PRINT "--------"
PRINT "MAIN Modules"
PRINT "--------"
PRINT "BEEB PLOT size = ", ~(beeb_plot_end - beeb_plot_start)
PRINT "BEEB PLOT WIPE size = ", ~(beeb_plot_wipe_end - beeb_plot_wipe_start)
PRINT "BEEB PLOT LAY size = ", ~(beeb_plot_lay_end - beeb_plot_lay_start)
PRINT "BEEB PLOT PEEL size = ", ~(beeb_plot_peel_end - beeb_plot_peel_start)
PRINT "--------"
PRINT "Main code size = ", ~(pop_beeb_main_end - pop_beeb_main_start)
PRINT "Main high watermark = ", ~P%
; BSS in MAIN RAM
SKIP (MAIN_TOP - P%) - BEEB_PEEL_BUFFER_SIZE
.peelbuf1
.peelbuf2
SKIP BEEB_PEEL_BUFFER_SIZE ; was &800
.peelbuf_top
; (screen buffers)
; Main RAM stats
PRINT "Screen buffer address = ", ~beeb_screen_addr
PRINT "Screen buffer size = ", ~BEEB_SCREEN_SIZE
PRINT "Main RAM free = ", ~(MAIN_TOP - pop_beeb_main_end - BEEB_PEEL_BUFFER_SIZE)
PRINT "--------"
\*-------------------------------
; Construct MAIN Cutscene Overlay
\*-------------------------------
PRIN2_START=beeb_screen_addr-&200 ; magically size of PLOT_MODE2
\ This eats into peelbuf but we don't care as only in cutscene
CLEAR &3000, &8000
ORG PRIN2_START
GUARD &8000
.pop_beeb_prin2_start
INCLUDE "game/beeb-plot-mode2.asm"
PAGE_ALIGN
.pop_beeb_prin2_screen
INCBIN "Other/john.PRINCESS.SCENE.mode2.bin"
.pop_beeb_prin2_end
SAVE "disc/PRIN2", pop_beeb_prin2_start, pop_beeb_prin2_end, 0
PRINT "--------"
PRINT "MAIN Cutscene Overlay"
PRINT "--------"
PRINT "BEEB PLOT MODE2 size = ", ~(beeb_plot_mode2_end - beeb_plot_mode2_start)
PRINT "PRINCESS screen address = ", ~pop_beeb_prin2_screen
PRINT "--------"
\*-------------------------------
; Construct HAZEL RAM
\*-------------------------------
HAZEL_START=&C300 ; looks like first two pages are DFS catalog + scratch
HAZEL_TOP=&DF00 ; looks like last page is FS control data
CLEAR 0, &FFFF
ORG HAZEL_START
GUARD &DB00 ; Can't use page &DBxx with MMFS FFS
PAGE_ALIGN
.blueprnt
SKIP &900
.blueprnt_end
blueprnt_size=blueprnt_end-blueprnt
.pop_beeb_aux_hazel_data_start
INCLUDE "game/tables.asm"
tables_end=P%
INCLUDE "game/bgdata.asm"
bgdata_end=P%
INCLUDE "game/hrtables.asm"
hrtables_end=P%
; Beeb specific data
INCLUDE "game/beeb_palette.asm"
; Music & Audio routines crammed in here
INCLUDE "lib/exomiser.asm"
PAGE_ALIGN
.pop_beeb_aux_hazel_data_end
ORG &DC00
GUARD HAZEL_TOP
.pop_beeb_aux_hazel_code_start
INCLUDE "lib/vgmplayer.asm"
.small_font
INCBIN "Other/small_font.bin"
.pop_beeb_aux_hazel_code_end
; Save data & code for Aux HAZEL RAM
SAVE "disc/Hazel", pop_beeb_aux_hazel_data_start, pop_beeb_aux_hazel_code_end, 0
PRINT "--------"
PRINT "HAZEL Modules"
PRINT "--------"
PRINT "TABLES size = ", ~(tables_end-tables)
PRINT "BGDATA size = ", ~(bgdata_end-bgdata)
PRINT "HRTABLES size = ", ~(hrtables_end-hrtables)
PRINT "BEEB PALETTE DATA size = ", ~(beeb_palette_end-beeb_palette_start)
PRINT "EXO size = ", ~(exo_end-exo_start)
PRINT "VGMPLAYER size = ", ~(vgm_player_end-vgm_player_start)
PRINT "BEEB AUDIO size = ", ~(beeb_audio_end-beeb_audio)
PRINT "--------"
PRINT "HAZEL data size = ", ~(pop_beeb_aux_hazel_data_end - pop_beeb_aux_hazel_data_start)
PRINT "HAZEL code size = ", ~(pop_beeb_aux_hazel_code_end - pop_beeb_aux_hazel_code_start)
PRINT "HAZEL BSS (blueprint) size = ", ~(pop_beeb_aux_hazel_data_start - blueprnt)
PRINT "HAZEL high watermark = ", ~P%
PRINT "HAZEL RAM free = ", ~(HAZEL_TOP - P%)
PRINT "--------"
\*-------------------------------
; Construct ANDY RAM
\*-------------------------------
ANDY_START=&8000
ANDY_TOP=&9000
CLEAR 0, &FFFF
ORG ANDY_START
GUARD ANDY_TOP
; ANDY is used primarily to store banked Audio data.
PRINT "--------"
PRINT "ANDY Modules"
PRINT "--------"
PRINT "ANDY high watermark = ", ~P%
PRINT "ANDY RAM free = ", ~(ANDY_TOP - P%)
PRINT "--------"
; Create the music banks and save them to disk
INCLUDE "game/beeb_audio_banks.asm"
\*-------------------------------
; Construct ROMS
\*-------------------------------
SWRAM_START = &8000
SWRAM_TOP = &C000
CLEAR 0, &FFFF
ORG SWRAM_START
GUARD SWRAM_TOP
\*-------------------------------
; BANK 0
\*-------------------------------
.bank0_start
PAGE_ALIGN
.bgtable1a
INCBIN "Images/BEEB.IMG.BGTAB1.PALA.bin" ; larger than DUNA
PAGE_ALIGN
.bgtable2
INCBIN "Images/BEEB.IMG.BGTAB2.PAL.bin" ; larger than DUN
PAGE_ALIGN
.chtable4
INCBIN "Images/BEEB.IMG.CHTAB4.GD.bin" ; largest of CHTAB4.X
.bank0_end
PRINT "--------"
PRINT "BANK 0 size = ", ~(bank0_end - bank0_start)
PRINT "BANK 0 free = ", ~(SWRAM_TOP - bank0_end)
PRINT "--------"
\*-------------------------------
; BANK 1
\*-------------------------------
CLEAR 0, &FFFF
ORG SWRAM_START
GUARD SWRAM_TOP
.bank1_start
PAGE_ALIGN
.bgtable1b
INCBIN "Images/BEEB.IMG.BGTAB1.DUNB.bin" ; larger than PALB
PAGE_ALIGN
.chtable1
INCBIN "Images/BEEB.IMG.CHTAB1.bin"
.chtable2
INCBIN "Images/BEEB.IMG.CHTAB2.bin"
.chtable3
INCBIN "Images/BEEB.IMG.CHTAB3.bin"
PAGE_ALIGN ; technically no reason to be PAGE ALIGNED
INCLUDE "game/beeb_sfx_bank.asm"
.bank1_end
PRINT "--------"
PRINT "AUDIO SFX size = ", ~(pop_sfx_end - pop_sfx_start)
PRINT "BANK 1 size = ", ~(bank1_end - bank1_start)
PRINT "BANK 1 free = ", ~(SWRAM_TOP - bank1_end)
PRINT "--------"
SAVE "disc/BANK1", chtable1, bank1_end, 0
\*-------------------------------
; BANK 2
\*-------------------------------
CLEAR 0, &FFFF
ORG SWRAM_START
GUARD SWRAM_TOP
.bank2_start
PAGE_ALIGN
.chtable5
INCBIN "Images/BEEB.IMG.CHTAB5.bin"
\\ Code + data doesn't technically have to be page aligned...
PAGE_ALIGN
.pop_beeb_aux_b_start
INCLUDE "game/seqtable.asm"
seqtab_end=P%
INCLUDE "game/framedefs.asm"
framedef_end=P%
INCLUDE "game/ctrlsubs.asm"
ctrlsubs_end=P%
INCLUDE "game/coll.asm"
coll_end=P%
INCLUDE "game/auto.asm"
auto_end=P%
INCLUDE "game/inverty.asm"
inverty_end=P%
INCLUDE "game/beeb_master.asm"
.pop_beeb_aux_b_end
.bank2_end
; Save executable code for Aux B RAM
SAVE "disc/AuxB", pop_beeb_aux_b_start, pop_beeb_aux_b_end, 0
PRINT "--------"
PRINT "AUX B Modules"
PRINT "--------"
PRINT "SEQTABLE size = ", ~(seqtab_end-seqtab)
PRINT "FRAMEDEFS size = ", ~(framedef_end-framedef)
PRINT "CTRLSUBS size = ", ~(ctrlsubs_end-ctrlsubs)
PRINT "COLL size = ", ~(coll_end-coll)
PRINT "AUTO size = ", ~(auto_end-auto)
PRINT "INVERTY size = ", ~(inverty_end-INVERTY)
PRINT "BEEB MASTER size = ", ~(beeb_master_end-beeb_master_start)
PRINT "--------"
PRINT "Aux B code+data size = ", ~(pop_beeb_aux_b_end - pop_beeb_aux_b_start)
PRINT "Aux B high watermark = ", ~P%
PRINT "--------"
PRINT "BANK 2 size = ", ~(bank2_end - bank2_start)
PRINT "BANK 2 free = ", ~(SWRAM_TOP - bank2_end)
PRINT "--------"
\*-------------------------------
; BANK 3
\*-------------------------------
CLEAR 0, &FFFF
ORG SWRAM_START
GUARD SWRAM_TOP
.bank3_start
; Additional AUX code located higher up in SWRAM
.pop_beeb_aux_high_start
INCLUDE "game/ctrl.asm"
ctrl_end=P%
INCLUDE "game/frameadv.asm"
frameadv_end=P%
INCLUDE "game/gamebg.asm"
gamebg_end=P%
INCLUDE "game/grafix.asm"
grafix_end=P%
INCLUDE "game/subs.asm"
subs_end=P%
INCLUDE "game/mover.asm"
mover_end=P%
INCLUDE "game/misc.asm"
misc_end=P%
INCLUDE "game/specialk.asm"
specialk_end=P%
INCLUDE "game/attract.asm"
INCLUDE "game/beeb_screen.asm"
.pop_beeb_aux_high_end
.bank3_end
; Save executable code for Aux High RAM
SAVE "disc/High", pop_beeb_aux_high_start, pop_beeb_aux_high_end, 0
PRINT "--------"
PRINT "AUX High Modules"
PRINT "--------"
; High watermark for Main RAM
PRINT "CTRL size = ", ~(ctrl_end-ctrl)
PRINT "FRAMEADV size = ", ~(frameadv_end-frameadv)
PRINT "GAMEBG size = ", ~(gamebg_end-gamebg)
PRINT "GRAFIX size = ", ~(grafix_end-grafix)
PRINT "SUBS size = ", ~(subs_end-subs)
PRINT "MOVER size = ", ~(mover_end-mover)
PRINT "MISC size = ", ~(misc_end-misc)
PRINT "SPECIALK size = ", ~(specialk_end-specialk)
PRINT "BEEB SCREEN size = ", ~(beeb_screen_end - beeb_screen_start)
PRINT "ATTRACT size = ", ~(attract_end-attract_start)
PRINT "--------"
PRINT "Aux High code size = ", ~(pop_beeb_aux_high_end - pop_beeb_aux_high_start)
PRINT "Aux High high watermark = ", ~P%
PRINT "--------"
PRINT "BANK 3 size = ", ~(bank3_end - bank3_start)
PRINT "BANK 3 free = ", ~(SWRAM_TOP - bank3_end)
PRINT "--------"
\*-------------------------------
; Construct overlay files
; Not sure what this is going to overlay yet!
\*-------------------------------
CLEAR 0, &FFFF
ORG SWRAM_START
GUARD SWRAM_TOP
.overlay_start
.chtable6
.chtable8
.chtable9
INCBIN "Images/BEEB.IMG.CHTAB8.mode2.bin"
PAGE_ALIGN
.chtable7
INCBIN "Images/BEEB.IMG.CHTAB7.mode2.bin"
; Actually CHTAB6 and CHTAB9 goes over all of this!
PRINT "CHTAB7 = ", ~chtable7
;----------------------------------------------------------------
; Story cutscene music bank
;----------------------------------------------------------------
PAGE_ALIGN
.pop_audio_bank1_start
.pop_music_princess
INCBIN "audio/ip/m-story2.raw.exo"
.pop_music_creak
INCBIN "audio/ip/doorcreak.raw.exo"
.pop_music_enters
INCBIN "audio/ip/m-story3.raw.exo"
.pop_music_leaves
INCBIN "audio/ip/m-story4-endsright.raw.exo"
.pop_audio_bank1_end
SAVE "disc/Audio1", pop_audio_bank1_start, pop_audio_bank1_end, 0
PRINT "--------"
PRINT "AUDIO BANK 1 size = ", ~(pop_audio_bank1_end - pop_audio_bank1_start)
PRINT "AUDIO BANK 1 free = ", ~(SWRAM_TOP - pop_audio_bank1_end)
PRINT "--------"
.overlay_end
PRINT "--------"
PRINT "OVERLAY size = ", ~(overlay_end - overlay_start)