4cade/src/ui.attract.mode.a

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;license:MIT
;(c) 2018 by 4am
;
; Mega Attract Mode - cycle through slideshows and self-running demos
;
; Public functions
; - AttractMode
;
AttractMode
jsr okvs_nth ; get filename of next attract-mode module
!word gAttractModeStore
@index !byte 0
+STAY @key
inc @index ; increment module index for next time
jsr okvs_len
!word gAttractModeStore
cmp @index
bne +
lda #0
sta @index
+
jsr okvs_get
!word gAttractModeStore
@key !word $FDFD
+STAY PTR
jsr @RunNextAttractModule
lda $C000
bpl AttractMode
rts
@RunNextAttractModule
ldy #1
lda (PTR),y
and #$0F
cmp #$03
bne @Slideshow
; Self-running demos are loaded into main memory and executed.
; Each binary has been patched to quit on any key and jump back
; to the |Reenter| entry point.
; All demos are strictly 48K / main memory. No demo uses the
; language card or auxiliary memory.
+LOAD_PATH kDemoDirectory
ldy gPathname
iny
iny
sty ProDOS_prefix
- lda gPathname-2, y
sta ProDOS_prefix, y
dey
bne -
lda #'/'
sta ProDOS_prefix+1
lda #'X'
sta ProDOS_prefix+2
+LOAD_FILE_IMM @key
ldx #(@end_prelaunch-@prelaunch-1)
- lda @prelaunch,x ; copy pre-launch code to main memory
sta $100,x
dex
bpl -
ldx #(end_promote-promote-1)
- lda promote,x ; copy tiny ProDOS to main memory
sta $bf00,x
dex
bpl -
jmp $106 ; jump to pre-launch code
@prelaunch ; this runs from main memory
lda $C088 ; entry point used by some self-running demos
jmp Reenter
+READ_ROM_NO_WRITE ; entry point to launch game (called above)
jsr $FE89 ; initialize machine like a cold boot
jsr $FE93 ; (many games assume a 'clean slate')
sta $C000
sta $C002
sta $C004
sta $C00C
sta $C00E
jsr $FB2F
jsr $FC58
ldx #$FF
txs
jmp (ldrlo2) ; jump to game
@end_prelaunch
@Slideshow ; HGR or DHGR slideshow
pha ; save module type (1=HGR, 2=DHGR)
+LOAD_FILE kAttractModeSlideshowDirectory, @key
jsr ParseKeyValueList ; parse slideshow configuration
!word gSlideshowStore
!word ldrlo2 ; (ldrlo2) points to load address
pla ; restore module type
cmp #$01
beq @HGRSlideshow
@DHGRSlideshow
jsr LoadDHGRTransition ; load transition effect code at $6000
jsr BlankDHGR ; switch to DHGR mode with initial blank screen
jsr okvs_iter ; cycle through all listed DHGR files
!word gSlideshowStore
!word DHGRLoad
jmp BlankHGR ; switch back to HGR mode with initial blank screen
@HGRSlideshow
jsr LoadTransition ; load transition effect code at $6000
jsr okvs_iter ; cycle through all listed HGR files
!word gSlideshowStore
!word HGRLoad
rts
;------------------------------------------------------------------------------
; internal functions
HGRLoad
ldx $C000
bpl +
rts
+
+STAY PTR
; load HGR screenshot at $4000
+LOAD_FILE kHGRScreenshotDirectory, PTR
; jsr LoadTransition
jsr $6000 ; transition effect code was loaded here earlier
jmp WaitOnScreenshot
DHGRLoad
ldx $C000
bpl +
rts
+
; load DHGR screenshot at $4000/main and $4000/aux
+STAY PTR
jsr ResetPath
+LDADDR kDHGRScreenshotDirectory
jsr AddToPath
+LDADDR kPathSeparator
jsr AddToPath
+LDAY PTR
jsr AddToPath
jsr LoadDHRFile
!word gPathname
jsr $6000 ; transition effect code was loaded here earlier
; note: execution falls through here
WaitOnScreenshot
ldx #$20
- lda #0
jsr WaitForKeyWithTimeout
bmi +
dex
bpl -
+ rts
LoadTransition
jsr okvs_nth ; get filename of transition effect code
!word gFXStore
@fxindex !byte 0
+STAY @fxkey
inc @fxindex ; increment transition effect index for next time
jsr okvs_len
!word gFXStore
cmp @fxindex
bne +
lda #0
sta @fxindex
+
; load transition effect code at $6000
+LOAD_FILE kFXDirectory, @fxkey
rts
@fxkey !word $FDFD
LoadDHGRTransition
jsr okvs_nth ; get filename of transition effect code
!word gDFXStore
@dfxindex
!byte 0
+STAY @dfxkey
inc @dfxindex ; increment transition effect index for next time
jsr okvs_len
!word gDFXStore
cmp @dfxindex
bne +
lda #0
sta @dfxindex
+
; load transition effect code at $6000
+LOAD_FILE kFXDirectory, @dfxkey
rts
@dfxkey !word $FDFD
BlankHGR
jsr Home
jsr ClearHGR1 ; clear hi-res screen 1
lda $c057 ; show hi-res screen 1 (now blank)
lda $c054
lda $c052
lda $c050
rts
BlankDHGR
jsr Home
jsr ClearHGR1 ; clear hi-res screen 1
sta $C005
jsr ClearHGR1 ; clear hi-res screen 1 in auxmem
sta $C004
sta $c00d
sta $c057
sta $c054
sta $c052
sta $c050
sta $c05e
rts
ClearHGR1
ldx #$20 ; clear hi-res screen 1
stx @a+2
lda #0
tay
@a sta $2000,y
iny
bne @a
inc @a+2
dex
bne @a
rts
Home
ldx #(@end-@start-1)
- lda @start,x
sta $300,x
dex
bpl -
jmp $300
@start
; this will be run from main memory
+READ_ROM_NO_WRITE
sta $C00C ; get out of DHGR mode
sta $C05F ; get out of DHGR mode
jsr $FB2F ; TEXT
jsr $FC58 ; HOME
+READ_RAM1_WRITE_RAM1
rts
@end