antoine-source/toutadisparu/sources/toutadisparu.s
Antoine Vignau 84362578b1 v1
2023-08-30 09:02:18 +02:00

1433 lines
21 KiB
ArmAsm

*
* Tout a disparu
*
* (c) 1992, François Coulon
* (c) 2022, Antoine Vignau & Olivier Zardini
*
mx %00
*----------------------------------- Macros
use 4/Ctl.Macs
use 4/Desk.Macs
use 4/Event.Macs
use 4/Font.Macs
use 4/Int.Macs
use 4/Line.Macs
use 4/Locator.Macs
use 4/Mem.Macs
use 4/Menu.Macs
use 4/Misc.Macs
use 4/Print.Macs
use 4/Qd.Macs
use 4/QdAux.Macs
use 4/Resource.Macs
use 4/Scrap.Macs
use 4/Std.Macs
use 4/TextEdit.Macs
use 4/Tool222.Macs
use 4/Util.Macs
use 4/Window.Macs
*-----------------------
* macros
*-----------------------
@cprint mac
ldx #^]1
ldy #]1
lda #]2
jsr cprint
eom
*----------------------------------- Constantes
*-------------- Softswitches
KBD = $e0c000
KBDSTROBE = $e0c010
RDVBLBAR = $e0c019
GSOS = $e100a8
*-------------- GUI
alertQUIT = $0100
alertRESTART = $0200
refIsPointer = 0
refIsHandle = 1
refIsResource = 2
appleKey = $0100
mouseDownEvt = $0001
mouseUpEvt = $0002
keyDownEvt = $0003
*--------------
dpFROM = $80
dpTO = dpFROM+4
dpINDEX = dpFROM+$10 ; pointeur vers les INDEX
dpTEXTES = dpINDEX+4 ; pointeur vers les TEXTES
Debut = dpINDEX+$10
Arrivee = Debut+4
Second = Arrivee+4
*---
mode_320 = $00
mode_640 = $80
screen_320 = 320
screen_640 = 640
ptr012000 = $012000
ptrE12000 = $e12000
*---
TRUE = 1
FALSE = 0
fgLOAD = 1 ; flags for choix_aventure
fgRESTART = 2
*----------------------------------- Entry point
phk
plb
clc
xce
rep #$30
_TLStartUp
pha
_MMStartUp
pla
sta mainID
ora #$0100
sta myID
tdc
sta myDP
*--- Version du systeme
jsl GSOS
dw $202a
adrl proVERS
lda proVERS+2
and #%01111111_11111111
cmp #$0402
bcs okVERS
pha
PushLong #verSTR1
PushLong #verSTR2
PushLong #errSTR1
PushLong #errSTR2
_TLTextMountVolume
pla
brl meQUIT1
*--- 64K pour les images des scènes
okVERS jsr make64KB
bcc okMEM1
koMEM pha
PushLong #memSTR1
PushLong #errSTR2
PushLong #errSTR1
PushLong #errSTR2
_TLTextMountVolume
pla
brl meQUIT1
okMEM1 sty ptrIMAGE
stx ptrIMAGE+2
stx ptrMENU+2 ; l'image de menu
*--- 64K pour la sauvegarde de l'écran
jsr make64KB
bcs koMEM
sep #$10 ; save pointer+2
stx saveBACK1+3 ; for interactions
stx loadBACK1+3 ; with the toolbox
stx ptrFOND+2 ; l'image de fond
rep #$10
*--- 64K pour les images compressees
jsr make64KB
bcs koMEM
sty ptrUNPACK
stx ptrUNPACK+2
*--- 64K pour les INDEX des textes
jsr make64KB
bcs koMEM
sty ptrINDEX
stx ptrINDEX+2
*--- 64K pour les TEXTES
jsr make64KB
bcs koMEM
sty ptrTEXTES
stx ptrTEXTES+2
*--- Chargement des outils
pha
pha
PushWord mainID
PushWord #refIsResource
PushLong #1
_StartUpTools
PullLong SStopREC
bcc okTOOL
pha
PushLong #tolSTR1
PushLong #errSTR2
PushLong #errSTR1
PushLong #errSTR2
_TLTextMountVolume
pla
brl meQUIT0
*--- Et la musique...
okTOOL _HideMenuBar
PushWord #0
PushWord #%11111111_11111111
PushWord #0
_FlushEvents
pla
_InitCursor
_HideCursor
PushLong #0
_GetPort
PullLong mainPORT
PushLong mainPORT
_SetPort
*----------------------------------------
* INITIALISATIONS
*----------------------------------------
jsr initNTP
jsr randomNTP ; select a sequence 0-7
jsr TWILIGHToff
jsr set_language
jsr doSOUNDON ; NTP on
jsr initialisation_absolue
jsr generique
*-----------------------
* MAIN - OK
*-----------------------
* main
main jsr fadeOUT
jsr choix_aventure
jsr initialisation_relative
jsr fadeOUT
*---
mainLOOP jsr nouvelle_scene ; on initialise la scène
jsr image ; on charge une image éventuelle
jsr get_textes ; on détermine le texte
jsr prepare_texte ; que l'on prepare le texte
jsr suite_forcee ; a-t-on des mots cliquables ?
lda fgSUITEFORCEE
cmp #TRUE
beq noMOTS
jsr mots_clicables ; on y ajoute les mots cliquables
noMOTS jsr affiche_texte ; et on l'affiche
*----------------------------------------
* TASK MASTER (no more)
*----------------------------------------
taskLOOP inc VBLCounter0
PushWord #0
PushWord #0
PushWord #$c000
PushWord #0
_HandleDiskInsert
pla
pla
pha
PushWord #%00000000_00001010
PushLong #taskREC
_GetNextEvent
pla
beq taskLOOP
lda taskREC
asl
tax
jsr (taskTBL,x)
lda escape ; on a une condition de sortie
cmp #FALSE
bne main
lda deplacement ; si on doit bouger, on fait un...
ora fgSUITEFORCEE
cmp #TRUE
beq mainLOOP ; ...grand saut
bne taskLOOP ; ...sinon on attend
*----------------------------------- Gestion du keyDown
* on gère les open-apple-qqch
doKEYDOWN lda taskMODIFIERS
and #appleKey
cmp #appleKey
beq doOPENAPPLE
rts
*--- gère les open-apple-qqch
doOPENAPPLE
ldx #-1
sep #$20
]lp inx
lda tblKEYVALUE,x ; get key
cmp #$ff ; end of table
beq doOPENAPPLE99 ; so exit
cmp taskMESSAGE ; same as pressed key?
bne ]lp ; no, loop
rep #$20
txa
asl
tax
jmp (tblKEYADDRESS,x)
doOPENAPPLE99
doNOT
rep #$20
rts
*---
tblKEYVALUE
asc 'QqOoSs'
asc 'Rr'
asc 'Zz'
asc '?'
hex ff
tblKEYADDRESS
da doQUIT,doQUIT,doLOAD,doLOAD,doSAVE,doSAVE
da doRESTART,doRESTART
da doMUSIK,doMUSIK
da help
*----------------------------------- Gestion du mouseUp
* on compare les coordonnées avec celles du incontent
* si dans le même rectangle, on traite
doMOUSEDOWN
doMOUSEUP lda fgSUITEFORCEE
cmp #FALSE
beq mup1
rts ; non, on sort
mup1 jsr clic_mot ; oui, on vérifie si on a cliqué sur un mot => mot$
bcc mup2 ; oui
rts
mup2 jsr aiguille ; on aiguille le joueur (1 ou 2 clics)
rts
*-----------------------------------
* AUTRES ROUTINES
*-----------------------------------
switch_320 lda #0 ; Switch to 320 mode
ldy #screen_320
bra switch_res
switch_640 lda #$80 ; Switch to 640 mode
ldy #screen_640
*-----------
switch_res sty mainWIDTH
pha
pha
_SetMasterSCB
_SetAllSCBs
_InitCursor
PushLong mainPORT
_InitPort
_HideCursor
PushWord #0
PushWord mainWIDTH
PushWord #0
PushWord #200
_ClampMouse
_HomeMouse
PushLong #monCURSEUR
_SetCursor
_ShowCursor
_WindNewRes
_MenuNewRes
_CtlNewRes
rts
*-----------
mainWIDTH ds 2
oldWIDTH ds 2
mainPORT ds 4
*----------------------------------- Open
doLOAD jsr suspendMUSIC ; NTP off
jsr saveBACK
PushWord #30
PushWord #43
PushLong #strLOADFILE
PushLong #0
PushLong #typeLIST
PushLong #replyPTR
_SFGetFile
jsr loadBACK
lda replyPTR
bne doLOAD1
jsr resumeMUSIC ; NTP on
rts
doLOAD1 jsr copyPATH
jsr loadALL
bcc doLOAD2
rts
doLOAD2 jsr fin_aventure
jsr initialisation_absolue
lda fiAVENTURE
sta aventure
lda fiSCENEACTUELLE
sta scene_actuelle
sep #$20
ldx #0
]lp lda fiSCENEVISITEE,x
sta scene_visitee,x
inx
cpx #NB_TEXTES
bcc ]lp
rep #$20
lda #fgLOAD
sta escape
rts
*----------------------------------- Save
doSAVE jsr suspendMUSIC ; NTP off
jsr saveBACK
PushWord #25
PushWord #36
PushLong #strSAVEFILE
PushLong #namePATH
PushWord #15
PushLong #replyPTR
_SFPutFile
jsr loadBACK
jsr resumeMUSIC ; NTP on
lda replyPTR
bne doSAVE1
rts
doSAVE1 jsr copyPATH
jmp saveALL
*--- Recopie le filename du fichier de sauvegarde
copyPATH
sep #$20
ldx #16-1
]lp lda namePATH1,x
sta pGAME+4,x
dex
bpl ]lp
lda namePATH
inc
inc
sta pGAME
rep #$20
rts
*--- Charge le fichier de sauvegarde en mémoire
loadALL jsl GSOS
dw $2010
adrl proOPENGAME
bcs loadKO99
lda proOPENGAME+2
sta proREADGAME+2
sta proCLOSE+2
jsr loadPART
jsl GSOS
dw $2014
adrl proCLOSE
loadKO99 rts
*---
loadPART ldx #2
ldy #fiAVENTURE
jsr loadIT
ldx #2
ldy #fiSCENEACTUELLE
jsr loadIT
ldx #NB_TEXTES
ldy #fiSCENEVISITEE
loadIT stx proREADGAME+8
sty proREADGAME+4
jsl GSOS
dw $2012
adrl proREADGAME
rts
*--- Enregistre le fichier de sauvegarde
saveALL jsl GSOS
dw $2002
adrl proDESTROYGAME
jsl GSOS
dw $2001
adrl proCREATEGAME
bcs saveKO99
jsl GSOS
dw $2010
adrl proOPENGAME
bcs saveKO99
lda proOPENGAME+2
sta proWRITEGAME+2
sta proCLOSE+2
jsr savePART
jsl GSOS
dw $2014
adrl proCLOSE
saveKO99 rts
*---
savePART ldx #2
ldy #aventure
jsr saveIT
ldx #2
ldy #scene_actuelle
jsr saveIT
ldx #NB_TEXTES
ldy #scene_visitee
saveIT stx proWRITEGAME+8
sty proWRITEGAME+4
jsl GSOS
dw $2013
adrl proWRITEGAME
rts
*----------------------------------- Restart
doRESTART jsr suspendMUSIC ; NTP off
jsr saveBACK
PushWord #0
PushWord #5
PushLong #0
pea $0000
lda #alertRESTART
ora saveLANGUAGE
pha
_AlertWindow
jsr loadBACK
pla
beq re1
jmp resumeMUSIC ; NTP on
re1 jsr fin_aventure
jsr initialisation_absolue
lda #fgRESTART
sta escape
rts
*----------------------------------- Quit
doQUIT jsr suspendMUSIC ; NTP off
jsr saveBACK
PushWord #0
PushWord #5
PushLong #0
pea $0000
lda #alertQUIT
ora saveLANGUAGE
pha
_AlertWindow
jsr loadBACK
jsr resumeMUSIC ; NTP on
pla
beq meQUIT
rts
*----------------------------------- Quit
meQUIT jsr stopNTP
jsr TWILIGHTon
meQUIT0 PushWord #refIsHandle
PushLong SStopREC
_ShutDownTools
meQUIT1 PushWord myID
_DisposeAll
PushWord mainID
_DisposeAll
PushWord mainID
_MMShutDown
_TLShutDown
jsl GSOS
dw $2029
adrl proQUIT
brk $bd
*----------------------------------------
* TWILIGHT
*----------------------------------------
*----------------------------
* TWILIGHToff
* Turns Twilight II off
*
* Entry:
* n/a
*
* Exit:
* n/a
*
*----------------------------
lenV1 = $49bf
lenV2 = $539a
offV1 = $117a
offV2 = $154c
TWILIGHToff
ldal $e11600
sta Debut
ldal $e11602
sta Debut+2
TWILIGHToff1
ldy #8
lda [Debut],y
ldx #offV1
cmp #lenV1
beq TWILIGHToff2
ldx #offV2
cmp #lenV2
bne TWILIGHToff3
TWILIGHToff2
stx offTWILIGHT
lda [Debut]
sta Arrivee
sta ptrTWILIGHT
ldy #2
lda [Debut],y
sta Arrivee+2
sta ptrTWILIGHT+2
txy
lda [Arrivee],y
cmp #$0ef0
bne TWILIGHToff3
lda #$0e80
sta [Arrivee],y
inc fgTWILIGHT
rts
TWILIGHToff3
ldy #16
lda [Debut],y
tax
iny
iny
lda [Debut],y
sta Debut+2
txa
sta Debut
lda Debut
ora Debut+2
bne TWILIGHToff1
rts
*----------------------------
* TWILIGHTon
* Turns Twilight II on
*
* Entry:
* n/a
*
* Exit:
* n/a
*
*----------------------------
TWILIGHTon
lda fgTWILIGHT
bne TWILIGHTon1
rts
TWILIGHTon1
lda ptrTWILIGHT
sta Arrivee
lda ptrTWILIGHT+2
sta Arrivee+2
ldy offTWILIGHT
lda #$0ef0
sta [Arrivee],y
rts
*--- Twilight II
ptrTWILIGHT ds 4
fgTWILIGHT ds 2
offTWILIGHT ds 2
*----------------------------------------
* MEMOIRE
*----------------------------------------
make64KB pha
pha
PushLong #$010000
PushWord myID
PushWord #%11000000_00011100
PushLong #0
_NewHandle
phd
tsc
tcd
lda [3]
tax ; low in X
ldy #2
lda [3],y
txy ; low in Y
tax ; high in X
pld
pla ; we do not keep track of the handle
pla
rts
*----------------------------------------
* GFX
*----------------------------------------
*--------------------------------------
nextVBL lda #75
pha
]lp ldal $e0c02e
and #$7f
cmp 1,s
blt ]lp
cmp #100
bge ]lp
pla
waitVBL ldal RDVBLBAR-1
bpl waitVBL
rts
waitKEY ldal KBD-1
bpl waitKEY
stal KBDSTROBE-1
rts
*--- On attend un clic ou une combinaison de touches
waitEVENT inc VBLCounter0
PushWord #0
PushWord #%00000000_00001010
PushLong #taskREC
_GetNextEvent
pla
beq waitEVENT
lda taskREC
cmp #mouseDownEvt
beq we_1
rts
we_1 inc VBLCounter0
PushWord #0
PushWord #0
_StillDown
pla
bne we_1
lda #mouseDownEvt
rts
*--------------------------------------
fadeIN pha
sty Debut
stx Debut+2
_HideCursor
ldy #$2000
sty Arrivee
ldx #$00e1
stx Arrivee+2
ldy #$7e00
lda #0
]lp sta [Arrivee],y
iny
iny
bpl ]lp
pla ; ne copie pas les données
cmp #FALSE ; si à FALSE
beq fadeIN1
ldy #$7dfe
]lp lda [Debut],y
sta [Arrivee],y
dey
dey
bpl ]lp
fadeIN1 lda Debut
clc
adc #$7e00
sta Debut
lda Debut+2
adc #0
sta Debut+2
lda Arrivee
clc
adc #$7e00
sta Arrivee
lda Arrivee+2
adc #0
sta Arrivee+2
ldx #$000f
fadeIN2 ldy #$01fe
fadeIN3 lda [Arrivee],y
and #$000f
sta temp
lda [Debut],y
and #$000f
cmp temp
beq fadeIN4
lda [Arrivee],y
clc
adc #$0001
sta [Arrivee],y
fadeIN4 lda [Arrivee],y
and #$00f0
sta temp
lda [Debut],y
and #$00f0
cmp temp
beq fadeIN5
lda [Arrivee],y
clc
adc #$0010
sta [Arrivee],y
fadeIN5 lda [Arrivee],y
and #$0f00
sta temp
lda [Debut],y
and #$0f00
cmp temp
beq fadeIN6
lda [Arrivee],y
clc
adc #$0100
sta [Arrivee],y
fadeIN6 dey
dey
bpl fadeIN3
jsr nextVBL
dex
bpl fadeIN2
_ShowCursor
rts
*---
fadeOUT lda #$9e00
sta Debut
lda #$00e1
sta Debut+2
_HideCursor
ldx #$000f
fadeOUT1 ldy #$01fe
fadeOUT2 lda [Debut],y
and #$000f
beq fadeOUT3
lda [Debut],y
sec
sbc #$0001
sta [Debut],y
fadeOUT3 lda [Debut],y
and #$00f0
beq fadeOUT4
lda [Debut],y
sec
sbc #$0010
sta [Debut],y
fadeOUT4 lda [Debut],y
and #$0f00
beq fadeOUT5
lda [Debut],y
sec
sbc #$0100
sta [Debut],y
fadeOUT5 dey
dey
bpl fadeOUT2
jsr nextVBL
dex
bpl fadeOUT1
_ShowCursor
jmp noircit_ecran
*----------------------------
* unpackLZ4
* Unpacks a LZ4 file
* Uses the two pointers:
* - ptrUNPACK: packed img (MUST BE AT $0000)
* - ptrIMAGE: temp unpack zone
*
* Entry:
* A: packed data size
*
* Exit:
* lenDATA: unpacked data size
*
*----------------------------
unpackLZ4 sta LZ4_Limit+1
sei
sep #$20
*--- Source
lda ptrUNPACK+2
sta LZ4_Literal_3+2
sta LZ4_ReadToken+3
sta LZ4_Match_1+3
sta LZ4_GetLength_1+3
*--- Destination
lda ptrIMAGE+2
sta LZ4_Literal_3+1
sta LZ4_Match_5+1
sta LZ4_Match_5+2
rep #$20
* REP #$30
* STY LZ4_Limit+1
*--
ldy #0 ; Init Target unpacked Data offset
ldx #16 ; Offset after header
LZ4_ReadToken LDAL $AA0000,X ; Read Token Byte
INX
STA LZ4_Match_2+1
*----------------
LZ4_Literal AND #$00F0 ; >>> Process Literal Bytes <<<
BEQ LZ4_Limit ; No Literal
CMP #$00F0
BNE LZ4_Literal_1
JSR LZ4_GetLengthLit ; Compute Literal Length with next bytes
BRA LZ4_Literal_2
LZ4_Literal_1 LSR ; Literal Length use the 4 bit
LSR
LSR
LSR
LZ4_Literal_2 DEC ; Copy A+1 Bytes
LZ4_Literal_3 MVN $AA,$BB ; Copy Literal Bytes from packed data buffer
PHK ; X and Y are auto incremented
PLB
*----------------
LZ4_Limit CPX #$AAAA ; End Of Packed Data buffer ?
BEQ LZ4_End
*----------------
LZ4_Match TYA ; >>> Process Match Bytes <<<
SEC
LZ4_Match_1 SBCL $AA0000,X ; Match Offset
INX
INX
STA LZ4_Match_4+1
LZ4_Match_2 LDA #$0000 ; Current Token Value
AND #$000F
CMP #$000F
BNE LZ4_Match_3
JSR LZ4_GetLengthMat ; Compute Match Length with next bytes
LZ4_Match_3 CLC
ADC #$0003 ; Minimum Match Length is 4 (-1 for the MVN)
PHX
LZ4_Match_4 LDX #$AAAA ; Match Byte Offset
LZ4_Match_5 MVN $BB,$BB ; Copy Match Bytes from unpacked data buffer
PHK ; X and Y are auto incremented
PLB
PLX
BRA LZ4_ReadToken
*----------------
LZ4_GetLengthLit LDA #$000F ; Compute Variable Length (Literal or Match)
LZ4_GetLengthMat STA LZ4_GetLength_2+1
LZ4_GetLength_1 LDAL $AA0000,X ; Read Length Byte
INX
AND #$00FF
CMP #$00FF
BNE LZ4_GetLength_3
CLC
LZ4_GetLength_2 ADC #$000F
STA LZ4_GetLength_2+1
BRA LZ4_GetLength_1
LZ4_GetLength_3 ADC LZ4_GetLength_2+1
RTS
*----------------
LZ4_End sty lenDATA ; Y = length of unpacked data
cli
rts
*---
lenDATA ds 4
*-----------------------------------
* SAVE THE SHR SCREEN
*-----------------------------------
saveBACK
_HideCursor
ldx #$8000-2
]lp ldal $e12000,x
saveBACK1 stal $000000,x
dex
dex
bpl ]lp
exitBACK _ShowCursor
rts
*-----------------------------------
* RESTORE THE SHR SCREEN
*-----------------------------------
loadBACK
_HideCursor
ldx #$8000-2
loadBACK1 ldal $000000,x
stal $012000,x
stal $e12000,x
dex
dex
bpl loadBACK1
bmi exitBACK
*--- Genere un nombre aleatoire
Random
ldal $e0c02e
xba
clc
adc VBLCounter0
sta VBLCounter0
and #$ff
rts
VBLCounter0 ds 2
*----------------------------
* nowWAIT
* Wait A seconds
*
* Entry:
* A: nb of seconds to wait
*
* Exit:
* A/X: scrambled
*
*----------------------------
nowWAIT
dec
tax
lda #0
]lp clc
adc #60
cpx #0
beq nowWAIT1
dex
bra ]lp
nowWAIT1 pha
]lp ldal RDVBLBAR-1
bpl ]lp
]lp ldal RDVBLBAR-1
bmi ]lp
pla
dec
bne nowWAIT1
sec
rts
*----------------------------------------
* DATA
*----------------------------------------
*----------------------- Memory manager
mainID ds 2 ; app ID
myID ds 2 ; user ID
myDP ds 2
SStopREC ds 4
* même 64k
ptrIMAGE ds 4 ; $0000: where a scene image is loaded
ptrMENU adrl $8000 ; $8000: the menu picture
ptrFOND adrl $8000 ; $0000: copy/paste du desktop, $8000: the fond picture
ptrUNPACK ds 4 ; $0000: where the background picture is laoded
ptrINDEX ds 4 ; les index des textes
ptrTEXTES ds 4 ; les textes
fgSND ds 2 ; set if sound file not loaded
haSND ds 4 ; the handle to the sound pointer
temp ds 2
saveLANGUAGE ds 2
*----------------------- Tool locator
verSTR1 str 'System 6.0.1 Required!'
verSTR2 str 'Press a key to quit'
pgmSTR1 str 'Data parsing error'
pgmSTR2 str 'Please report!'
tolSTR1 str 'Error while loading tools'
memSTR1 str 'Cannot allocate memory'
filSTR1 str 'Cannot load file'
errSTR1 str 'Quit'
errSTR2 str ''
errSTR3 str 'Continue'
*----------------------- Window manager
taskREC ds 2 ; wmWhat +0
taskMESSAGE ds 4 ; wmMessage +2
taskWHEN ds 4 ; wmWhen +6
taskWHERE ds 4 ; wmWhere +10
taskMODIFIERS ds 2 ; wmModifiers +14
taskDATA ds 4 ; wmTaskData +16
taskTBL da doNOT ; 0 Null
da doMOUSEDOWN ; 1 mouseDownEvt
da doNOT ; 2 mouseUpEvt
da doKEYDOWN ; 3 keyDownEvt
da doNOT
da doNOT ; 5 autoKeyEvt
da doNOT ; 6 updateEvt
da doNOT
da doNOT ; 8 activateEvt
da doNOT ; 9 switchEvt
da doNOT ; A deskAccEvt
da doNOT ; B driverEvt
da doNOT ; C app1Evt
da doNOT ; D app2Evt
da doNOT ; E app3Evt
da doNOT ; F app4Evt
*----------------------------------------
* STD FILE
*----------------------------------------
*---
strLOADFILE str 'Charger quel jeu ?'
strSAVEFILE str 'Enregistrer sous...'
typeLIST hex 01
hex 5d ; Game/Edu files
replyPTR ds 2 ; 0 good
ds 2 ; 2 fileType
ds 2 ; 4 auxFileType
namePATH
hex 06 ; 6 fileName
namePATH1
asc 'Partie' ; 7 fileName (16 normally)
ds 9
loadPATH
ds 1 ; 22 fullPathname (string length)
loadPATH1
ds 129 ; 23 fullPathname (128 normally)
*----------------------------------------
* GS/OS
*----------------------------------------
loadFILE sta proOPEN+4 ; filename
sty proREAD+4 ; RAM pointer low
stx proREAD+6 ; RAM pointer high
loadFILE1 stz proERR
jsl GSOS
dw $2010
adrl proOPEN
bcs loadERR
lda proOPEN+2
sta proREAD+2
sta proCLOSE+2
lda proEOF
sta proREAD+8
lda proEOF+2
sta proREAD+10
jsl GSOS
dw $2012
adrl proREAD
bcs loadERR
loadFILE2 jsl GSOS
dw $2014
adrl proCLOSE
ldy proREAD+12 ; length read
ldx proREAD+14
clc
rts
loadERR sta proERR
jsr loadFILE2
ldy #0
tyx
sec
rts
*--- GS/OS data
proERR ds 2
*--- For the game party
proCREATEGAME
dw 7 ; pcount
adrl pGAME ; pathname
dw $c3 ; access_code
dw $5d ; file_type
adrl $801f ; aux_type
ds 2 ; storage_type
ds 4 ; eof
ds 4 ; resource_eof
proDESTROYGAME
dw 1 ; pcount
adrl pGAME ; pathname
proOPENGAME
dw 2
ds 2
adrl pGAME
proREADGAME
dw 4 ; 0 - pcount
ds 2 ; 2 - ref_num
adrl pGAME ; 4 - data_buffer
ds 4 ; 8 - request_count
ds 4 ; C - transfer_count
proWRITEGAME
dw 5 ; 0 - pcount
ds 2 ; 2 - ref_num
adrl pGAME ; 4 - data_buffer (we are in same bank)
ds 4 ; 8 - request_count
ds 4 ; C - transfer_count
dw 1 ; cache_priority
*--- For the game images
proSETPFX dw 2
dw 7
adrl pathIMAGES
proOPEN
dw 12
ds 2
adrl pMENU
ds 2
ds 2
ds 2
ds 2
ds 4
ds 2
ds 8
ds 8
ds 4
proEOF ds 4
proREAD
dw 4 ; 0 - nb parms
ds 2 ; 2 - file id
ds 4 ; 4 - pointer
ds 4 ; 8 - length
ds 4 ; C - length read
proCLOSE
dw 1
ds 2
proQUIT
dw 2 ; pcount
ds 4 ; pathname
ds 2 ; flags
proVERS
dw 1 ; pcount
ds 2 ; version
*--- offset to image number is +16
pMENU strl '1/data/images/general/menu.lz4'
pFOND strl '1/data/images/general/fond.lz4'
pFONT strl '1/data/images/general/font.lz4'
pINDEX strl '1/data/textes/fr/TEXTES1IND.lz4'
pTEXTES strl '1/data/textes/fr/TEXTES1TEX.lz4'
*--- offset to aventure number is +25
pathIMAGES strl '1/data/images/aventure.x'
pIMAGE strl '7/x1234567.lz4'
pGAME strl '0/ '
*----------------------------------------
* LES AUTRES FICHIERS
*----------------------------------------
put game.s
put data.s
put ecr.s
put ntp.s
*---
asc 0d
asc "----------------"0d
asc " "0d
asc " TOUT A DISPARU "0d
asc " "0d
asc " Antoine Vignau "0d
asc "Olivier Zardini"0d
asc " "0d
asc " Noel 2022 "0d
asc " "0d
asc "----------------"0d