Game: * Ending screen * Intro sequence (how to show earthquake?) FLOPPY DISK IDEAS: * I am not going to write my own DOS * I will use ProDOS - BOOTI-compatible, modern * ProDOS 2.4.2 - https://prodos8.com/ * Generate file(s) to be injected into a blank bootable ProDOS disk image thinking: neut.tower contains all code / data loader.system contains a small program that maps offsets of 512-byte blocks to memory addresses - is loaded to 0x2000 & will be wiped by gfx? No, PRODOS is loaded at $2000 and moved - no, XXX.SYSTEM is loaded to 0x2000 as well - Alternately, we could write one program that batch-loads the whole game into $2000 and moves it to where it belongs? - How big is the game with all levels? Could we load the whole thing into consecutive memory starting at $4000? - (I don't think this would work on 32kb tape-loaded machines...) - With ProDOS I can assume 64kb prodos claims: $bf00-$ffff - ProDOS $9600-$bf00 - BASIC.SYSTEM - don't care? $0100-$0800 - "other use or reserved" $3A-$3F - used by disk routines, unsafe $40-$4F - used by ProDOS but preserved, safe to use system bitmap: marks pages of memory as "not valid to allocate a file buffer" - loader will have to protect memory that it will be moving game code to? https://prodos8.com/docs/techref/calls-to-the-mli/ the existence of SET_BUF should mean we can load directly to the memory we care about? orr I guess 512 bytes is housekeeping stuff (index block) 16kb version - $0000-$4000 - no we need at least 32kb there's basically only 5kb of code space for an hgr game? $0000-$03ff 0kb-1kb - zp, stack, input buffer, DOS $0400-$07ff 1kb-2kb - text page 1 $0800-$0bff 2kb-3kb - text page 2 $0c00-$1fff 3kb-8kb - free space $2000-$4000 8kb-16kb - hgr gfx page 1 tooling ideas: * REPLy buffer (Polywell?) * save player positions & map state during hot reload * debug movement (noclip? teleport? activate by clicking? MAME supports mouse input / debug overlays...)