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

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;license:MIT
;(c) 2018-9 by 4am
;
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; Attract Mode - cycle through slideshows and self-running demos
;
; Public functions
; - MegaAttractMode
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; - MiniAttractMode
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; - RunAttractModule
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;------------------------------------------------------------------------------
; MegaAttractMode
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; main entry point for Mega Attract Mode, which endlessly cycles through
; modules listed in ATTRACT.CONF to display title pages, action screenshots,
; super hi-res box art (on supporting platforms), and self-running game demos
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;
; in: gGlobalPrefsStore must be initialized
; out: never returns to caller (may JMP to other major modes)
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;------------------------------------------------------------------------------
MegaAttractMode
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+READ_RAM1_WRITE_RAM1
ldx #$FF
txs
jsr BlankHGR ; switch to HGR page 1 (once cleared)
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jsr LoadFile ; load attract-mode configuration file into $8000
!word kRootDirectory
!word kAttractModeConfFile
- !word $8000
jsr ParseKeyValueList ; parse attract-mode configuration into OKVS data structure at $6000
!word gAttractModeStore
!word -
!byte 0
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jsr pref_get ; get attract mode module from prefs
!word kNextAttract
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!word gAttractModeStore
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+STAY @mname ; A/Y = module name
; X = index of module in attract store
+LDADDR gAttractModeStore
jsr okvs_next ; get module after this one
+STAY +
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jsr pref_set ; update prefs store and save to disk
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!word kNextAttract
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+ !word $FDFD ; SMC
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jsr okvs_get
!word gAttractModeStore
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@mname !word $FDFD ; SMC
+STAY PTR
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ldy #1
lda (PTR),y
tax ; X = module type
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+LDAY @mname ; A/Y = address of module name
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jsr RunAttractModule
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lda KBD
bpl @jmpattract
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cmp #$8D ; Enter plays the game shown on screen.
bne @jmpsearch ; Any other key switches to Search Mode.
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jsr PlayGame ; (might return if user hits Ctrl-Reset)
@jmpattract
jmp MegaAttractMode
@jmpsearch
jmp SearchMode
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;------------------------------------------------------------------------------
; MiniAttractMode
; run attract modules related to one game
;
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; in: X = index in gGamesListStore
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; gGlobalPrefsStore must be initialized
; out: all flags and registers clobbered
; assume all of main memory has been clobbered
;------------------------------------------------------------------------------
MiniAttractMode
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+LDADDR gGamesListStore
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jsr okvs_nth
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+STAY @fname
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jsr BlankHGR
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lda #0
sta @MiniAttractIndex
@loop
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jsr LoadFile ; load mini attract mode configuration file into $8000
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!word kMiniAttractDirectory
@fname !word $FDFD ; SMC
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- !word $8000
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jsr ParseKeyValueList ; parse configuration into OKVS data structure at $6000
!word gAttractModeStore
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!word -
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!byte 0
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+LDADDR gAttractModeStore
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jsr okvs_len
cmp @MiniAttractIndex
beq @exit ; we've run through all modules, so exit to caller
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@MiniAttractIndex=*+1
ldx #$FD ; SMC
+LDADDR gAttractModeStore
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jsr okvs_nth ; get the next module on the list
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+STAY SAVE
jsr okvs_get_current ; get module type
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ldy #1
lda (PTR),y
tax ; X = module type
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+LDAY SAVE ; A/Y = address of module name
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jsr RunAttractModule ; execute the module
inc @MiniAttractIndex
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lda KBD
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bpl @loop
@exit rts
;------------------------------------------------------------------------------
; RunAttractModule
; run a single attract module of any type and return to caller
;
; in: X = module type as ASCII char (1-6,A-C, see attract.conf)
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; A/Y = address of module name
; for demos, this is the filename of an executable in /demo/
; for slideshows, this is the filename of a .conf file in /ss/
; for singles, this is a pathname of the graphic to load
; gGlobalPrefsStore must be initialized (if we load a transition effect
; of any kind, we will update the global prefs with the next one)
; out: all flags and registers clobbered
; assume all of main memory has been clobbered
;------------------------------------------------------------------------------
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RunAttractModule
+STAY @key
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+STAY @key2
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cpx #$30
bne @NotDemo
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; Self-running demos are loaded into main memory and executed.
; Each binary has been patched to quit on any key and jump back
; to the |Reenter| entry point.
; All demos are strictly 48K / main memory. No demo uses the
; language card or auxiliary memory.
+LDAY @key
jsr GetGameDisplayName
bcc + ; if game doesn't exist, skip the demo
rts
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+
cpx #$FF
beq +
stx gGameToLaunch
+
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jsr Home ; avoid seeing code load into the HGR page
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jsr LoadFile ; load standard prelaunch code (|Launch| will call it)
!word kPrelaunchDirectory
!word kStandardPrelaunch
!word $0106
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ldy kDemoDirectory
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sty ProDOS_prefix ; temporarily set 'root' directory to
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- lda kDemoDirectory, y ; /demos/ directory so demos can can load
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sta ProDOS_prefix, y ; other resources in the same directory
dey
bne -
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jsr LoadFile ; load self-running demo into its default address (varies)
!word kDemoDirectory
@key !word $FDFD
!word 0
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jmp Launch ; will return to caller via |Reenter|
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; not a demo, so maybe a slideshow or single screenshot
@NotDemo
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txa
cmp #$41 ; numbers are slideshow modules,
bcs @dispatchSingle ; letters are single files
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; it's a slideshow, so load and parse slideshow configuration file
pha ; save module type
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jsr LoadFile ; load slideshow configuration file into $4000
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!word kAttractModeSlideshowDirectory
@key2 !word $FDFD ; SMC
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- !word $4000
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jsr ParseKeyValueList ; parse into an OKVS data structure at $0800
!word gSlideshowStore
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!word -
!byte 0
pla ; restore module type
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- and #$0F ; convert ASCII digit to int
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tax
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lda @slideshowslo-1,x
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sta @jmp+1
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lda @slideshowshi-1,x
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sta @jmp+2
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+LDAY @key ; pass in module name
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@jmp jmp $FDFD ; SMC
@dispatchSingle
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adc #(@singleslo-@slideshowslo)-1
bne - ; always branches
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@slideshowslo
!byte <HGRTitleSlideshow
!byte <HGRActionSlideshow
!byte <DHGRTitleSlideshow
!byte <DHGRActionSlideshow
!byte <SHRSlideshow
!byte <GRActionSlideshow
@singleslo
!byte <HGRSingle
!byte <DHGRSingle
!byte <SHRSingle
!byte <GRSingle
@slideshowshi
!byte >HGRTitleSlideshow
!byte >HGRActionSlideshow
!byte >DHGRTitleSlideshow
!byte >DHGRActionSlideshow
!byte >SHRSlideshow
!byte >GRActionSlideshow
@singleshi
!byte >HGRSingle
!byte >DHGRSingle
!byte >SHRSingle
!byte >GRSingle