4cade/src/glue.launch.a

160 lines
5.1 KiB
Plaintext
Raw Normal View History

2019-01-15 00:06:58 +00:00
;license:MIT
;(c) 2018-9 by 4am
2019-01-15 00:06:58 +00:00
;
; Functions to launch games and self-running demos
;
; Public functions
2019-10-08 18:43:41 +00:00
; - GetGameToLaunch
2019-10-08 17:22:29 +00:00
; - GetGameInfo
; - GetGameInfoInActionSlideshow
2019-09-21 03:26:32 +00:00
; - PlayGame
2019-06-26 02:44:39 +00:00
; - Launch
2019-01-15 00:06:58 +00:00
;
; Public variables:
; - gGameToLaunch - 0-based index into gGamesListStore
;
2019-01-15 00:06:58 +00:00
2019-10-08 18:43:41 +00:00
GetGameToLaunch
; in: gGameToLaunch = index into gGamesListStore
; out: A/Y points to game filename
gGameToLaunch=*+1
ldx #$FF ; SMC
+LDADDR gGamesListStore
jmp okvs_nth
2019-10-08 17:22:29 +00:00
GetGameInfo
; in: A/Y points to game filename
; out: C clear if game exists in gGamesListStore, and
; A/Y points to game display name (but see hack notes below)
2019-09-21 03:26:32 +00:00
; X = game index, or #$FF if the game doesn't really exist but
; we want to return a successful result anyway (really, read the
; hack notes, they're important)
; C set if game does not exist (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)
2019-09-22 02:25:34 +00:00
ldx #$60
+HIDE_NEXT_2_BYTES
2019-10-08 17:22:29 +00:00
GetGameInfoInActionSlideshow
2019-09-22 02:25:34 +00:00
ldx #$EA
stx @maybeExit
+STAY @key
+STAY @slideshowKey
jsr okvs_get
!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.
; The filename is its own display name. Launching this fake game
; will of course fail, so don't do that.
+LDAY @key
+STAY PARAM
ldy #0
lda (PARAM),y
tay
lda (PARAM),y
cmp #"."
beq @forceGoodResult
sec
@maybeExit
!byte $00 ; SMC
; if the key is still not found, AND the caller said to try this, then try
; getting the value of the current record from gSlideshowStore
; (some games have multiple action screenshots, in which case the filename of
; the action screenshot is not the game name, but the value is)
jsr okvs_get
!word gSlideshowStore
@slideshowKey
!word $FDFD ; SMC
+STAY @key3
jsr okvs_get
!word gGamesListStore
@key3 !word $FDFD ; SMC
; note that the game might still not be found (C will be set by okvs_get),
; which can happen if the game can't be played due to memory or joystick
; requirements
rts
@forceGoodResult
+LDAY @key
2019-09-21 03:26:32 +00:00
ldx #$FF
clc
@exit rts
2019-09-21 03:26:32 +00:00
PlayGame
2019-10-08 18:43:41 +00:00
jsr GetGameToLaunch
2019-09-16 01:35:34 +00:00
; A/Y = address of game filename
2019-09-15 02:57:52 +00:00
+STAY SAVE
2019-09-24 20:01:03 +00:00
+STAY @pfile ; assume we're loading a game-specific prelaunch file
jsr Home ; clear screen (clobbers $106, must do now before loading prelaunch code)
lda #$20 ; clear both hi-res pages
sta @clear+2 ; (in case game loader shows them, we don't want
ldx #$40 ; to flash previous bits of the launcher UI)
ldy #$00
tya
2019-09-21 03:26:32 +00:00
@clear sta $FD00,y ; SMC
iny
bne @clear
inc @clear+2
dex
bne @clear
2019-09-15 02:57:52 +00:00
jsr LoadFile ; load this game's prelaunch file at $106
!word kPrelaunchDirectory
@pfile !word $FDFD
!word $0106
2019-09-15 02:57:52 +00:00
2019-10-09 04:25:10 +00:00
; 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
2019-01-15 00:06:58 +00:00
2019-10-09 17:00:33 +00:00
; then we save the length of the resulting string without the count byte
dex
txa
pha
2019-10-09 04:25:10 +00:00
; 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
sec
lda gPathname
sbc #kGameDirectoryLen
sta gPathname+kGameDirectoryLen
2019-06-26 02:44:39 +00:00
jsr LoadFile ; load the game startup file
2019-10-09 04:25:10 +00:00
!word kGameDirectory
!word gPathname+kGameDirectoryLen
2019-09-10 02:38:17 +00:00
!word 0 ; use file's default address
2019-01-15 00:06:58 +00:00
2019-06-21 23:47:05 +00:00
pla
2019-06-26 02:44:39 +00:00
sta ProDOS_prefix ; set 'root' directory to the path part
; of the game startup file we just loaded
2019-09-10 02:38:17 +00:00
; so games can load other files without
2019-06-26 02:44:39 +00:00
; knowing which directory they're in
2019-01-15 00:06:58 +00:00
2019-06-26 02:44:39 +00:00
; execution falls through here
Launch
jsr SwitchToBank2
jmp LaunchInternal