4cade/src/glue.launch.a

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;license:MIT
;(c) 2018-9 by 4am
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;
; Functions to launch games and self-running demos
;
; Public functions
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; - GetGameToLaunch
; - FindGame
; - FindGameInActionSlideshow
; - GetGameDisplayName
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; - PlayGame
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; - Launch
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;
; Public variables:
; - gGameToLaunch - 0-based index into gGamesListStore
;
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GetGameToLaunch
; in: gGameToLaunch = index into gGamesListStore
; out: A/Y points to game filename
gGameToLaunch=*+1
ldx #$FF ; SMC
+LDADDR gGamesListStore
jmp okvs_nth
FindGame
; in: A/Y points to game filename
; out: C clear if game exists in gGamesListStore, and
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; X = game index, or #$FF if the game doesn't really exist but
; we want to return a successful result anyway
; C set if game does not exist, and
; X clobbered (this can happen because slideshows list games
; that require a joystick, but the games list parser filters out
; joystick-only games if the machine doesn't have a joystick)
; A,Y always clobbered
+STAY @key
jsr okvs_find
!word gGamesListStore
@key !word $FDFD ; SMC
bcc @exit
; Hack to allow self-running demos that don't correspond to a game
; filename. If the name ends in a '.', accept it unconditionally.
ldx #$FF
+LDAY @key
+STAY PARAM
ldy #0
lda (PARAM),y
tay
lda (PARAM),y
cmp #"."
beq @forceGoodResult
sec
rts
@forceGoodResult
clc
@exit rts
FindGameInActionSlideshow
; in: A/Y points to game filename
; out: C clear if game exists, and
; X = game index, and
; A/Y points to game display name + game info bitfield
; C set if game can't be found by any means
+STAY @sskey
jsr FindGame
bcc +
; if the game was not found, try getting the value of the current record from
; gSlideshowStore (some games have multiple action screenshots, in which case
; the key is only the screenshot filename, and the value is the actual game
; filename)
jsr okvs_get
!word gSlideshowStore
@sskey !word $FDFD ; SMC
jsr FindGame
bcs @exit
+
jsr GetGameDisplayName
clc
@exit rts
GetGameDisplayName
; in: A/Y contains address of a key in gGamesListStore
; out: A/Y contains address of game display name + game info bitfield
; (this might be just the corresponding value in gGamesListStore,
; or it might be a temporary buffer in main memory that we constructed
; out of thin air)
; gValLen possibly clobbered (up to gValLen+MaxInputLength)
; X preserved
+STAY SAVE
jsr okvs_get_current ; get value for this key
; (PTR) -> truncated game display name + info bitfield
ldy #0
lda (PTR), y ; A = length of truncated game display name + info bitfield
cmp #1 ; 1 means there's no title, just info bitfield (1 byte)
beq +
+LDAY PTR
rts
+ ; game display name is truncated, we must expand it
iny ; Y = 1
lda (PTR), y ; A = game info bitfield
pha ; save on stack
dey
lda (SAVE), y ; A = length of key
tay
iny
sty @len
sty gValLen
lda #$24 ; BIT opcode
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sta @or ; first character remains capitalized
ldy #1
- lda (SAVE), y
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cmp #$2E
bne @or
lda #$20 ; convert '.' to ' '
@or ora #$20 ; SMC (opcode)
sta gValLen, y
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cmp #$20
bne +
lda #$24 ; first character after ' ' remains capitalized
+HIDE_NEXT_2_BYTES
+ lda #$09 ; OR opcode
sta @or
@next iny
@len=*+1
cpy #$FD ; SMC
bne -
pla
sta gValLen, y
+LDADDR gValLen
rts
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PlayGame
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jsr GetGameToLaunch
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; A/Y = address of game filename
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+STAY SAVE
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+STAY @pfile
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jsr ClearScreens ; avoid seeing code load into the HGR page
; (clobbers $106, must do now before loading prelaunch code)
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jsr LoadFile ; load this game's prelaunch file at $106
!word kPrelaunchDirectory
@pfile !word $FDFD
!word $0106
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; we start by placing the subdirectory name at gPathname+kGameDirectoryLen
; to leave room for the GameDirectory name as the parent
lda #kGameDirectoryLen
sta gPathname
+LDAY SAVE
jsr AddToPath
; attach the separator
inc gPathname
lda #'/'
sta gPathname+1,x
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; then we save the length of the resulting string without the count byte
dex
txa
pha
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; then attach the game name
+LDAY SAVE
jsr AddToPath
; don't look while I do this
; we "place" a string at gPathname+kGameDirectoryLen
; whose length is the subdirectory name and game name
; then we load it
; the load sets the path to the GameDirectory
; and then finds the subdirectory name and game name right after it
; and attaches it to the path by overwriting the count byte
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;;sec ; carry set by AddToPath
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lda gPathname
sbc #kGameDirectoryLen
sta gPathname+kGameDirectoryLen
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jsr LoadFile ; load the game startup file
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!word kGameDirectory
!word gPathname+kGameDirectoryLen
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!word 0 ; use file's default address
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pla
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sta ProDOS_prefix ; set 'root' directory to the path part
; of the game startup file we just loaded
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; so games can load other files without
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; knowing which directory they're in
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; execution falls through here
Launch
jsr SwitchToBank2
jmp LaunchInternal