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ReadMeFirst
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1999-10-07
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Here you will find several source code files which will help you in
developing your own installs using WHDLoad.
slave-examples
--------------
The Slave examples are the recommend reading if you want self write
Slaves.
winditup.asm:
this is a very simple Slave to give you an overview how a Slave is
working, the Slave loads from a disk image and uses the keyboard
routine provided in the sources directory
oscar.asm:
this is a simple example for using usual files, it also contains a
simple exec.AllocMem() emulation which works fine as long as no
FreeMem() is required
interphase.asm:
shows the usage of "savegame.s"
macros
------
some macros which are required for some sources
programs
--------
some small tools, maybe useful for you
WCmp:
simple compare utility, has wide output (16 bytes per line), shows
only differences, doesn't load whole file but works buffered,
interruptable with ^C
WDate:
I use this to insert the date and time of assembling into the
created executable (see example-slaves)
WVer:
I use this to increase the revision number each time the source
will be assembled (similar usage as WDate)
sources
-------
these sources are code fragments containing one or more sub routines,
they should be used by including them at the bottom of the Slave
source and calling from the slave source
blitfix_#?.s:
these routines will patch instructions which are writing to the
blitsize custom register, the patched instruction will be replaced by
a routine doing the same but previously waiting for the blitter to
finish, very useful to fix programs which will not correctly wait
for blitter finish
keyboard.s:
this file contains a complete keyboard initialisation and the required
interrupt handler, it will be useful for programs without a own
keyboard handling (most demos) or for programs with broken handling
(in this case you have to disable the original)
savegames.s:
this routine contains a system for multiple savegames, there is
special code which creates a interface to select a save position and
to enter a description for each savegame
dbffix.s:
contains a routine to fix empty dbf loops, that means all instructions
like "dbf dn,*" will be patched by a wait routine based on vertical
raster beam, a well known example for empty dbf loops is the playback
routine of the old soundtracker used in many demos and games
PLEASE NOTE
-----------
My Assembler is able to optimize the addressing mode (and much more):
(xxxxxxxx).L --> (d16,PC)
if possible.
So I never do this myself !
Remember Slaves must be 100% PC-relativ !
So if your Assembler isn't able to do this and you want to use these
sources you have to add the "(pc)" by yourself. (or just get a better
assembler!)