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Re: Apple Game Server - updates



On Jan 20, 6:24 pm, ol...@web.de (Oliver Schmidt) wrote:
> On Mon, 19 Jan 2009 22:40:40 -0800 (PST), schmidtd
>
> >> Uthernet doesn't have any boot rom or built-in TCP/IP stack.
> >>=A0Because of this, it would require sending a large chunk of
> >> code over to get that working.
> >Which is exactly why ADTPro doesn't support the Uthernet card for bare-
> >metal bootstrapping, too.  There's so much code needed to get it to a
> >state where it can start passing data back to an application that it's
> >prohibitive unless you have either a disk or a ROM to start from.  (A
> >chicken+egg situation when bootstrapping...)
>
> I'm (kind of) working on a port of UDPSlave from the C64 to the
> Apple2. I've been using it successfully on a CBM machine I bought on
> eBay without any floppies.
>
> http://www.paradroid.net/udpslave/
>
> As far as I see this could very well enable ADTPro bare-metal
> bootstrapping with Uthernet, couldn't it? At least that's the primary
> reason I'm interested in porting it to the Apple2.
Yes, I see - this very definitely could enable That Which We Seek.
How much typing are we talking about, though?  It's the total of the
minislave.txt file, right?  That still seems to be a bit excessive to
type in.  The Apple /// bootstrapping code is 77 bytes long, and I
still feel guilty about that.  I wonder how much we could strip out...