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

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;license:MIT
;(c) 2018-9 by 4am
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;
; HGR title and action slideshows
;
; Public functions
; - HGRTitleSlideshow
; - HGRActionSlideshow
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; - HGRSingle
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;
HGRTitleSlideshow
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jsr LoadHGRTransition ; load transition effect code at $6000
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jsr okvs_iter ; cycle through all listed HGR files
!word gSlideshowStore
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!word HGRTitleCallback ; address of callback (called on each file)
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rts ; exit with last picture still visible
HGRActionSlideshow
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jsr LoadHGRTransition ; load transition effect code at $6000
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jsr okvs_iter ; cycle through all listed HGR files
!word gSlideshowStore
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!word HGRActionCallback ; address of callback (called on each file)
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rts ; exit with last picture still visible
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HGRSingle
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+STAY @fname
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jsr LoadFile ; load HGR screenshot at $4000
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!word kRootDirectory
@fname !word $FDFD ; SMC
!word $4000
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jsr LoadHGRTransition ; load transition effect code at $6000
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jmp .transition
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;------------------------------------------------------------------------------
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; LoadHGRTransition [private]
; looks up name of next HGR transition effect in FX.CONF and loads that file
; at $6000
; in: gGlobalPrefsStore has been initialized
; out: all registers and flags clobbered
; $6000..$BFFF contains transition effect code
;------------------------------------------------------------------------------
LoadHGRTransition
jsr LoadFile ; load HGR transition effects list into $8000
!word kRootDirectory
!word kFXConfFile
- !word $8000
jsr ParseKeyValueList ; parse HGR transition effects list into $6000
!word gFXStore
!word -
!byte 0
jsr pref_get ; get HGR transition effect from prefs
!word kNextFX
!word gFXStore
+STAY ++ ; A/Y = filename (don't load file yet)
; X = index of the transition in FX store
+LDADDR gFXStore
jsr okvs_next ; get transition after this one
+STAY +
jsr pref_set ; update prefs store and save to disk
!word kNextFX
+ !word $FDFD ; SMC
jsr LoadFile ; now load transition effect code into $6000
!word kFXDirectory
++ !word $FDFD ; SMC
!word $6000
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HGRRTS rts
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;------------------------------------------------------------------------------
; HGRTitleCallback [private]
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; callback called by okvs_iter on gSlideshowStore
; to load and display a single HGR title screenshot
; in: A/Y contains address of filename (name only, path is always /TITLE.HGR/)
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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
;------------------------------------------------------------------------------
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HGRTitleCallback
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bit KBD
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bmi HGRRTS
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+STAY +
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jsr GetGameInfo
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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 HGRRTS
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stx gGameToLaunch
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jsr LoadFile ; load HGR screenshot at $4000
!word kHGRTitleDirectory
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+ !word $FDFD ; SMC
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!word $4000
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jmp .transition
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;------------------------------------------------------------------------------
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; HGRActionCallback [private]
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; callback called by okvs_iter on gSlideshowStore
; to load and display a single HGR action screenshot
; in: A/Y contains address of filename (name only, path is always /ACTION.HGR/)
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; X contains 0-based index of the current record in gSlideshowStore
; gGamesListStore must be initialized
; out: all registers and flags clobbered
; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
; $2000..$BFFF clobbered by graphics data and transition code
;------------------------------------------------------------------------------
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HGRActionCallback
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bit KBD
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bmi HGRRTS
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+STAY +
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jsr GetGameInfoInActionSlideshow
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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 HGRRTS
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; found the game
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+STAY SAVE ; (SAVE) -> game title
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stx gGameToLaunch
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jsr LoadFile ; load HGR screenshot at $4000
!word kHGRActionDirectory
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+ !word $FDFD ; SMC
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!word $4000
; 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 title, Y = 0, so A = title length
clc
adc #$03
sta gPathname
lda #7 ; top-right rounded corner character
jsr @drawline
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inc VTAB
lda #" "
jsr @resetline
lda (SAVE),y ; A = title length
tay
- lda (SAVE),y
sta gPathname+1,y
dey
bne -
lda #3 ; solid vertical bar character
jsr @drawline
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.transition
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+LDADDR $6000
jmp ExecuteTransitionAndWait
@resetline
ldy #40
- sta gPathname,y
dey
bne -
sty HTAB
rts
@drawline
ldy gPathname
sta gPathname,y
+LDADDR gPathname
sec
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; /!\ execution falls through to glue.font/DrawString