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

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;license:MIT
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;(c) 2018-2020 by 4am
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;
; Double hi-res slideshows
;
; Public functions
; - DHGRTitleSlideshow
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; - DHGRActionSlideshow
; - DHGRSingle
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; - BlankHGR
; - HGRMode
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; - ForceHGRMOde
; - DrawGameTitleInActionSlideshowHGR
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; - RedrawForDHGR
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;
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;------------------------------------------------------------------------------
; DHGRTitleSlideshow
; execute a slideshow of double hi-res title screenshots
;
; safe to call if machine only has 64K (does nothing and exits)
;
; in: none
; out: everything clobbered
; graphics mode reset to display hi-res screen, which is blank
;------------------------------------------------------------------------------
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DHGRTitleSlideshow
bit MachineStatus ; only run DHGR slideshow if we have 128K
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bvc DHGRRTS
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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beq BlankHGR ; switch back to HGR mode with initial blank screen on exit
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; (always branches because Z=1 on exit of okvs_iter)
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;------------------------------------------------------------------------------
; DHGRActionSlideshow
; execute a slideshow of double hi-res action screenshots
;
; safe to call if machine only has 64K (does nothing and exits)
;
; in: none
; out: everything clobbered
; graphics mode reset to display hi-res screen, which is blank
;------------------------------------------------------------------------------
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DHGRActionSlideshow
bit MachineStatus ; only run DHGR slideshow if we have 128K
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bvc DHGRRTS
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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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beq BlankHGR ; switch back to HGR mode with initial blank screen on exit
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; (always branches because Z=1 on exit of okvs_iter)
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;------------------------------------------------------------------------------
; DHGRSingle
; display a single double hi-res screenshot, with transition effect
;
; safe to call if machine only has 64K (does nothing and exits)
;
; in: none
; out: everything clobbered
; graphics mode reset to display hi-res screen, which is blank
;------------------------------------------------------------------------------
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DHGRSingle
bit MachineStatus ; only show DHGR screenshots if we have 128K
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bvc DHGRRTS
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+STAY @fname
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jsr BlankDHGR ; switch to DHGR mode with initial blank screen
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jsr LoadAuxFile ; load compressed DHGR screenshot at aux $3FF8
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!word kRootDirectory
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@fname !word $FDFD ; SMC
!word $3FF8
jsr DecompressDHGR
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jsr LoadDHGRTransition ; load transition effect code at $6000
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jsr ExecuteTransitionAt6000AndWait
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; switch back to HGR mode with initial blank screen on exit
; /!\ execution falls through here to BlankHGR
;------------------------------------------------------------------------------
; BlankHGR
; clear and show HGR page 1 without flickering
;
; in: none
; out: text page clobbered (but screen holes preserved)
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; A/X/Y=0 (guaranteed by ClearHGR1)
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; $2000..$3FFF cleared
;------------------------------------------------------------------------------
BlankHGR
jsr Home
jsr ClearHGR1 ; clear hi-res screen 1
bit PAGE1 ; show hi-res screen 1 (now blank)
lda #1
sta OffscreenPage
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; /!\ execution falls through here to HGRMode
;------------------------------------------------------------------------------
; HGRMode
; twiddles softswitches to set HGR mode (does not set page 1 or 2)
;
; in: none
; out: all registers preserved
;------------------------------------------------------------------------------
HGRMode
bit $C057
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GRMode
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bit $C052
bit $C050
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DHGRRTS rts
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;------------------------------------------------------------------------------
; ForceHGRMode
; if machine is in DHGR mode, switch it back to HGR mode
; otherwise do nothing
;
; in: none
; out: see BlankHGR
;------------------------------------------------------------------------------
ForceHGRMode
gMachineInDHGRMode=*+1
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lda #$00 ; SMC
bne BlankHGR
beq DHGRRTS
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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 ++ ; A/Y = filename (don't load file yet)
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; 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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++ !word $FDFD ; SMC
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!word $6000
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rts
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;------------------------------------------------------------------------------
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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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bmi DHGRRTS
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+STAY +
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jsr FindGame
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; 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
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bcs DHGRRTS
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stx gGameToLaunch
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; load DHGR screenshot at $4000/main and $4000/aux
jsr LoadDHRFile
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!word kDHGRTitleDirectory
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+ !word $FDFD
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jmp ExecuteTransitionAt6000AndWait
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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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bmi DHGRRTS
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+STAY +
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jsr FindGameInActionSlideshow
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; if game name is not found (C will be set here), it means the game
; can't be played due to memory or joystick requirements, so we hide
; it from slideshows
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bcs DHGRRTS
+STAY SAVE ; (SAVE) -> game display name + game info bitfield
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stx gGameToLaunch
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jsr LoadAuxFile ; load compressed DHGR screenshot at aux $3FF8
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!word kDHGRActionDirectory
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+ !word $FDFD
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!word $3FF8
jsr DecompressDHGR
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lda #$EA ; NOP
+HIDE_NEXT_2_BYTES
DrawGameTitleInActionSlideshowHGR
lda #$60 ; RTS
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sta @fallthroughForDHGR
; display game name in the bottom-left corner
lda #22
sta VTAB
lda #0 ; solid horizontal bar character
jsr @resetline
lda (SAVE),y ; (SAVE) -> game display name, Y = 0, so A = display length + 1
clc
adc #$02
sta gPathname
lda #7 ; top-right rounded corner character
jsr @drawline
inc VTAB
lda #" "
jsr @resetline
lda (SAVE),y ; A = display length + 1
tay
dey
- lda (SAVE),y
sta gPathname+1,y
dey
bne -
lda #3 ; solid vertical bar character
jsr @drawline
jmp ExecuteTransitionAt6000AndWait
@resetline
ldy #40
- sta gPathname,y
dey
bne -
sty HTAB
rts
@drawline
ldy gPathname
sta gPathname,y
+LDADDR gPathname
sec
jsr DrawString
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@fallthroughForDHGR
nop ; SMC
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; /!\ execution sometimes falls through here to RedrawForDHGR
;------------------------------------------------------------------------------
; RedrawForDHGR
; After drawing text on HGR screen, this will transform the low-level bytes
; to display properly on the DHGR screen.
;
; /!\ must be called immediately after calling one of the font drawing routines
; (Draw40Chars, DrawCenteredString, DrawString, DrawBuffer)
;
; in: gPathname contains number of bytes to transform
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; DBIRow0/LC2 contains address of first byte of first row to transform
; (this will be true if you just called DrawBufferInternal or
; something that calls it, see above)
; out: clobbers zero page $00,$01,$02,$26,$27,$F7
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;------------------------------------------------------------------------------
RedrawForDHGR
jsr SwitchToBank2
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+LDAY DBIRow0+1
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+STAY $26
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lda #8
sta i
-- ldy gPathname
dey
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- lda ($26),y
+HGR_BYTE_TO_DHGR_BYTES
sta ($26),y
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txa
sta WRITEAUXMEM
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sta ($26),y
sta WRITEMAINMEM
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dey
bpl -
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lda $27
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clc
adc #$04
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sta $27
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dec i
bne --
jmp SwitchToBank1