Yeah, I'm very pleased with the idea of using the screen to display diagnostics in unorthodox ways. For example, my PutSprite routine takes the height in B (which is essentially the number of bytes to show), so I put in a height of 8 and dumped the first entry of the thread table to make sure it initialized correctly. I did the same with RAM formatting.
I recorded one of these tests to give you a general idea of what I'm talking about. I thought it looked pretty cool
The first pixel is displayed after hardware initializes correctly. After that, you have an 8x12 sprite that shows the end of page 0x77 (this is part of the filesystem I had a feeling was corrupted - I was wrong). After that is the file copy loop, which is supposed to copy the contents of a file to RAM. What you see there is a display of the number of bytes left in the file: three registers, DBC, on top of each other. In the emulator, this works right - the size of the file in question isn't very large, and so only C has anything worth showing.
On my calculator, all three registers are shown as 0xFF, which is the current source of my woes (this is why I show that portion of the filesystem as a sprite, I thought perhaps it was corrupted).
On the emulator, after it shows the loop counter's progress, you can see one pixel in the middle appear (signalling the end of the loop), and another one to the right (signalling the completion of the routine). The next source of my woe is the lack of another single pixel on the far left showing that it successfully launched the userspace program, but I'll tackle that after the 0xFFFFFF problem.