al - Audio Library Functions etc - String Manipulation Functions gDP - DP GBI Macros gdSP - General GBI Macros gSP - SP GBI Macros gt - Turbo Microcode RDP gu - Graphics Utilities Math - Math Functions nuSys - NuSystem os - N64 Operating System sp - Sprite Library Functions uh - Host to Target IO 64DD - N64 Disk Drive
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LeoBootGameSyntax#include <PR/leo.h> void LeoBootGame(void *entry); Note: None of the 64DD-related instructions involve ROM DMA (including DMA to the drive's built-in ROM). The instructions are designed on the assumption that ROM DMA will not be performed. Please refer to the N64 Disk Drive Programming Manual, "Section 12, Prohibitions and Precautions" to learn more ROM DMA.
Explanation
The activating game uses the LeoReadDiskID function to check the disk on which the activated game is stored. It then uses the LeoReadWrite function to read the boot segment of the activated game into the RDRAM buffer, and pass that game's start address to entry. The address passed to entry is the value specified for the boot segment "address" in the activated game's spec file (when omitted, the value becomes 0x80000400). Please note that this value is different from _**SegmentStart (where ** is the name of the boot segment). To learn about the errors that can occur when loading an activated game, as well as how to handle those errors, please see "Chapter 10: Error Handling Sequences" in the N64 Disk Drive Programming Manual. For details about rebooting, please see Chapter 15 of the N64 Disk Drive Programming Manual.
Cautions
See Also
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