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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!)
-
-