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Following up on the "How do I code and compile an Amiga application?" question, what development applications and build process is required to boot an Amiga application from a floppy disk?

Update: Pointed out by jesup, taken from Amiga RKM Devices:

The Amiga trackdisk device directly drives the disk, controls the disk motors, reads raw data from the tracks, and writes raw data to the tracks. Normally, you use the AmigaDOS functions to write or read data from the disk. The trackdisk device is the lowest-level software access to the disk data and is used by AmigaDOS to access the disks.

trackdisk.device is the library to use. While I learn how to use Amiga trackdisk, are there any "deploy to floppy" utilities to employ after the developing application is compiled?

All tutorials I have found so far refer to building applications and running them from AmigaDOS.

+1  A: 

Detailed description of how to write boot blocks on floppies

You'll need to learn how to use trackdisk.device. I strongly advise not bypassing trackdisk; the requirements to read floppies are tricky and you have to know the allowed mechanical variances; the trackdisk floppy code is really, really good and deals with errors better than anything anyone else did. Published books on how to "code at the bare-metal level" for the Amiga (and in particular the book on using the floppies directly) have so many errors and failed assumptions that my copy had a forest of stickies marking errors.

Note bene: I was the person at Commodore who totally rewrote trackdisk for AmigaOS 2.0.

jesup
jesup, thanks for the tip, this is really valuable info to get me started.
Pedro Palhoto
I can remember writing my own DMA loader for my game, and indeed I ran into tons of problems. Bits has to be interleaved with 0's as to not make the diskhead magnetize too much and vice versa. On the flipside, it took a lot of work, but ohhh what was the loader fast.
Toad