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

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;license:MIT
;(c) 2018-9 by 4am
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;
; Double hi-res slideshows
;
; Public functions
; - DHGRTitleSlideshow
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; - DHGRActionSlideshow
; - DHGRSingle
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;
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!zone {
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DHGRTitleSlideshow
bit MachineStatus ; only run DHGR slideshow if we have 128K
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bvs +
rts
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+ jsr .LoadDHGRTransition ; load transition effect code at $6000
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jsr BlankDHGR ; switch to DHGR mode with initial blank screen
jsr okvs_iter ; cycle through all listed DHGR files
!word gSlideshowStore
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!word .DHGRTitleCallback ; address of callback (called on each file)
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jmp BlankHGR ; switch back to HGR mode with initial blank screen on exit
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DHGRActionSlideshow
bit MachineStatus ; only run DHGR slideshow if we have 128K
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bvs +
rts
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+ jsr .LoadDHGRTransition ; load transition effect code at $6000
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jsr BlankDHGR ; switch to DHGR mode with initial blank screen
jsr okvs_iter ; cycle through all listed DHGR files
!word gSlideshowStore
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!word .DHGRActionCallback ; address of callback (called on each file)
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jmp BlankHGR ; switch back to HGR mode with initial blank screen on exit
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DHGRSingle
bit MachineStatus ; only show DHGR screenshots if we have 128K
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bvs +
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rts
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+
+STAY @fname
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jsr BlankDHGR ; switch to DHGR mode with initial blank screen
jsr LoadDHRFile ; load DHGR file at $4000/main and $4000/aux
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!word kRootDirectory
@fname !word $FDFD ; SMC
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+ jsr .LoadDHGRTransition ; load transition effect code at $6000
+LDADDR $6000
jsr ExecuteTransitionAndWait
jmp BlankHGR ; switch back to HGR mode with initial blank screen on exit
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;------------------------------------------------------------------------------
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; .LoadDHGRTransition [private]
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; looks up name of next DHGR transition effect in DFX.CONF and loads that file
; at $6000
; in: gDFXStore has been initialized
; gGlobalPrefsStore has been initialized
; out: all registers and flags clobbered
; $6000..$BFFF/main contains transition effect code
;------------------------------------------------------------------------------
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.LoadDHGRTransition
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jsr LoadFile ; load DHGR transition effects list into $8000
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!word kRootDirectory
!word kDFXConfFile
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- !word $8000
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jsr ParseKeyValueList ; parse DHGR transition effects list into $6000
!word gDFXStore
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!word -
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!byte 0
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jsr pref_get ; get DHGR transition effect from prefs
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!word kNextDFX
!word gDFXStore
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+STAY @filename ; A/Y = filename (don't load file yet)
; X = index of the transition in DFX store
+LDADDR gDFXStore
jsr okvs_next ; get transition after this one
+STAY +
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jsr pref_set ; update prefs store and save to disk
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!word kNextDFX
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+ !word $FDFD ; SMC
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jsr LoadFile ; now load transition effect code into $6000
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!word kFXDirectory
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@filename !word $FDFD ; SMC
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!word $6000
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rts
kDFXConfFile
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!byte 8
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!text "DFX.CONF"
;------------------------------------------------------------------------------
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; .DHGRTitleCallback [private]
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; callback called by okvs_iter on gSlideshowStore
; to load and display a single DHGR title screenshot
; in: A/Y contains address of filename (name only, path is always /TITLE.DHGR/)
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; X contains 0-based index of the current record in gSlideshowStore
; out: all registers and flags clobbered
; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
; $2000..$BFFF clobbered by graphics data and transition code
; $2000..$5FFF/aux clobbered
;------------------------------------------------------------------------------
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.DHGRTitleCallback
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bit KBD
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bpl +
@exit rts
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+
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+STAY @tfname
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stx gCurrentlyVisibleSlideshowIndex
; try to get the human-readable name of this game from gGamesListStore
ldx #$60
jsr GetGameDisplayName
; if game is not found (C will be set here), it means it can't be played on
; this machine due to memory or joystick requirements, so we don't display
; it in slideshows
bcs @exit
; (we don't actually use the display name in the title slideshow, we just
; reuse the function for convenience)
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; load DHGR screenshot at $4000/main and $4000/aux
jsr LoadDHRFile
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!word kDHGRTitleDirectory
@tfname !word $FDFD
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+LDADDR $6000
jmp ExecuteTransitionAndWait
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;------------------------------------------------------------------------------
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; .DHGRActionCallback [private]
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; callback called by okvs_iter on gSlideshowStore
; to load and display a single DHGR action screenshot
; in: A/Y contains address of filename (name only, path is always /ACTION.DHGR/)
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; X contains 0-based index of the current record in gSlideshowStore
; out: all registers and flags clobbered
; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
; $2000..$BFFF clobbered by graphics data and transition code
; $2000..$5FFF/aux clobbered
;------------------------------------------------------------------------------
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.DHGRActionCallback
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bit KBD
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bpl +
@actionExit
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rts
+
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+STAY @afname
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stx gCurrentlyVisibleSlideshowIndex
; try to get the human-readable name of this game from gGamesListStore
; or gSlideshowStore
ldx #$EA
jsr GetGameDisplayName
; if game is not found (C will be set here), it means it can't be played on
; this machine due to memory or joystick requirements, so we don't display
; it in slideshows
bcs @actionExit
; (we don't actually use the display name in the DHGR action slideshow, we
; just reuse the function for convenience)
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; load DHGR screenshot at $4000/main and $4000/aux
jsr LoadDHRFile
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!word kDHGRActionDirectory
@afname !word $FDFD
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+LDADDR $6000
jmp ExecuteTransitionAndWait
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}