4cade/src/4cade.a

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!cpu 6502
!to "build/LAUNCHER.SYSTEM",plain
*=$2000
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!source "src/constants.a"
!source "src/macros.a"
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sta $C00E
sta $C00C
sta $C004
sta $C002
sta $C000
jsr $FB2F
jsr $FC58
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jsr Has64K ; check for 64K (required)
bcs @no64K
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jsr DisableAccelerator ; set to 1 MHz
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jsr Has128K ; check for 128K (absence is OK, we just filter out some games)
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ror MachineStatus
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jsr HasJoystick ; check for joystick (absence is OK, we just filter out some games)
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ror MachineStatus ; now bit 6 = 1 if 128K
; bit 7 = 1 if joystick
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jsr init ; initialize ProRWTS2 (bye bye ProDOS)
+READ_RAM1_WRITE_RAM1
ldx #$00 ; relocate rest of program to RAM bank 1 in language card
@FM lda FirstMover,x
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sta $D000,x
inx
bne @FM
lda @FM+2
cmp #>LastMover
bcs +
inc @FM+2
inc @FM+5
bne @FM
+
jmp OneTimeSetup
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@no64K
ldy #@no64Klen
- lda @s_no64K,y
sta $6B6,y
dey
bpl -
@hang bmi @hang
@s_no64K !raw "REQUIRES 64K"
@no64Klen=*-@s_no64K
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; ProRWTS2 has its own function to relocate itself
!source "src/prorwts2.a"
; these routines will only be called once, from main memory, before relocating to language card
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ProRWTSBuffer
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!source "src/hw.memcheck.a"
!source "src/hw.joystick.a"
!source "src/hw.normfast.a"
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*=ProRWTSBuffer+512 ; ProRWTS needs a 512-byte buffer for its init function
; so we reuse as much of the 1-time code as possible
; and fill the rest with zeros
OneTimeSetup
lda hddopendir+1 ; save current directory as 'root'
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ldy hddopendir+3
+STAY gRootDirectory
jsr LoadFile ; load games list
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!word kGameListConfFile
jsr ParseGamesList ; parse games list
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!word gGamesListStore
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!word ldrlo2 ; (ldrlo2) points to load address
+LDAY SRC
+STAY gFXStore ; save pointer to free space for next store
jsr LoadFile ; load transition effects list
!word kFXConfFile
jsr ParseKeyValueList ; parse transition effects list
!word gFXStore
!word ldrlo2 ; (ldrlo2) points to load address
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+LDAY SRC
+STAY gAttractModeStore ; save pointer to free space for next store
jsr LoadFile ; load attract-mode configuration
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!word kAttractModeConfFile
jsr ParseKeyValueList ; parse attract-mode configuration
!word gAttractModeStore
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!word ldrlo2 ; (ldrlo2) points to load address
+LDAY SRC
+STAY gSlideshowStore ; save pointer to free space for next store
jmp Main
kGameListConfFile
!byte @kGameListConfFile_e-@kGameListConfFile_b
@kGameListConfFile_b
!text "GAMES.CONF"
@kGameListConfFile_e
kFXConfFile
!byte @kFXConfFile_e-@kFXConfFile_b
@kFXConfFile_b
!text "FX.CONF"
@kFXConfFile_e
kAttractModeConfFile
!byte @kAttractModeConfFile_e-@kAttractModeConfFile_b
@kAttractModeConfFile_b
!text "ATTRACT.CONF"
@kAttractModeConfFile_e
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FirstMover
!pseudopc $D000 {
!zone
Reenter ; self-running demos should call this to exit back to 4cade
+READ_RAM1_WRITE_RAM1
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Main
ldx #$FF
txs
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jsr BlankHGR
- bit $C010
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jsr AttractMode
jmp -
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AttractMode
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jsr okvs_nth ; get filename of next attract-mode module
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!word gAttractModeStore
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@index !byte 0
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+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
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+STAY PTR
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jsr +
lda $C000
bpl AttractMode
rts
+
ldy #1
lda (PTR),y
and #$0F
cmp #$03
bne @Slideshow
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+LOAD_PATH kDemoDirectory
ldy gPathname
iny
iny
sty ProDOS_prefix
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- lda gPathname-2, y
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sta ProDOS_prefix, y
dey
bne -
lda #'/'
sta ProDOS_prefix+1
lda #'X'
sta ProDOS_prefix+2
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+LOAD_FILE_IMM @key
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ldx #(@end_prelaunch-@prelaunch-1)
- lda @prelaunch,x ; copy pre-launch code to main memory
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sta $100,x
dex
bpl -
ldx #(end_promote-promote-1)
- lda promote,x ; copy tiny ProDOS to main memory
sta $bf00,x
dex
bpl -
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jmp $106 ; jump to pre-launch code
@prelaunch ; this runs from main memory
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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')
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sta $C000
sta $C002
sta $C004
sta $C00C
sta $C00E
jsr $FB2F
jsr $FC58
ldx #$FF
txs
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jmp (ldrlo2) ; jump to game
@end_prelaunch
@Slideshow
pha ; save module type
+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
; load transition effect code at $6000
jsr ResetPath
+LDADDR kFXDirectory
jsr AddToPath
+LDADDR kPathSeparator
jsr AddToPath
+LDADDR @dfx
jsr AddToPath
jsr LoadFile
!word gPathname
jsr BlankDHGR
jsr okvs_iter
!word gSlideshowStore
!word DHGRLoad
jmp BlankHGR
@dfx
!byte @dfx_e-@dfx_b
@dfx_b
!text "DHGR.RADIAL3"
@dfx_e
@HGRSlideshow
jsr LoadTransition
jsr okvs_iter
!word gSlideshowStore
!word HGRLoad
rts
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HGRLoad
ldx $C000
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bpl +
rts
+
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+STAY PTR
; load HGR screenshot at $4000
+LOAD_FILE kHGRScreenshotDirectory, PTR
; jsr LoadTransition
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jsr $6000 ; transition effect code was loaded here earlier
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jmp WaitOnScreenshot
DHGRLoad
ldx $C000
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bpl +
rts
+
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+STAY PTR
jsr ResetPath
+LDADDR kDHGRScreenshotDirectory
jsr AddToPath
+LDADDR kPathSeparator
jsr AddToPath
+LDAY PTR
jsr AddToPath
jsr LoadDHRFile
!word gPathname
; jsr FizzleDHGR
jsr $6000
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; note: execution falls through here
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WaitOnScreenshot
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ldx #$20
- lda #0
jsr WaitForKeyWithTimeout
bmi +
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dex
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bpl -
+ rts
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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
promote
!pseudopc $bf00 {
lda $c08b
clc
bcc @do_enter
;$bf06
rts ;clock interface, must be RTS on real ProDOS if program uses $20x
@do_enter
lda $c08b
jmp ProDOS_enter
!text "q4!"
;$bf10
!word $c1d1, $c2d1, $c3d1, $c4d1, $c5d1, $c6d1, $c7d1
ProDOS_exit
lda $c081
pla ;saved inside ProDOS_enter
tay
pla
tax
lda #0
rts
ProDOS_fatal ;only for debugging, will be removed
lda $c081
jsr $fe89
jsr $fe93
jmp $ff3a
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ProDOS_prefix=$bfd0
; !fill $2e
}
end_promote
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Reboot
ldx #(@end-@start-1)
- lda @start,x
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sta $300,x
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dex
bpl -
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jmp $300
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@start
+READ_ROM_NO_WRITE
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jmp $FF59
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@end
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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
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jsr $FB2F ; TEXT
jsr $FC58 ; HOME
+READ_RAM1_WRITE_RAM1
rts
@end
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
; these routines will only be called after relocating to language card
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!source "src/prodos.path.a"
!source "src/glue.prorwts2.a"
!source "src/okvs.a"
!source "src/wait.a"
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!source "src/parse.common.a"
!source "src/parse.games.a"
!source "src/fx/fx.dhgr.fizzle.a"
gGamesListStore
!word *+2 ; address of first okvs store
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}
LastMover