shave some bytes, add some comments

This commit is contained in:
4am 2019-09-10 00:19:07 -04:00
parent f40c8ebae6
commit 308fdea6d0
3 changed files with 83 additions and 42 deletions

View File

@ -81,6 +81,7 @@ RestoreStackNextTime
!source "src/parse.common.a"
!source "src/parse.prefs.a"
!source "src/ui.font.a"
; add new files above here so ui.common stays last
!source "src/ui.common.a"
MachineStatus
!byte 0

View File

@ -9,7 +9,7 @@
; D000..E4E9 - persistent data structures (gGlobalPrefsStore, gGamesListStore)
; ...end of data and start of code are approximate, in between is unused...
; ...if they ever overlap, things will go boom...
; E9C4..FFF9 - main program code
; E9C9..FFF9 - main program code
; FFFA..FFFF - NMI, reset, IRQ vectors
;
; LC RAM BANK 2

View File

@ -58,10 +58,15 @@ ReturnToPlay
!byte $0D
!text " to play"
GetOffscreenAddress
;------------------------------------------------------------------------------
; GetOffscreenAddress
; get high byte of HGR page that is currently not showing
;
; in: none
; out: A = high byte of offscreen HGR page (#$20 or #$40)
; preserves X/Y
;------------------------------------------------------------------------------
GetOffscreenAddress
lda OffscreenPage
beq +
lda #$40
@ -69,12 +74,26 @@ GetOffscreenAddress
+ lda #$20
rts
;------------------------------------------------------------------------------
; LoadTitleOffscreen
; load title screen in the HGR page that is currently not showing
;
; in: none
; out: all flags and registers clobbered
;------------------------------------------------------------------------------
LoadTitleOffscreen
; clobbers all
+LDADDR .TitleFile
bne + ; Always branches, because Y is loaded
; last with the high byte of the address,
; which is never 0. I miss my 65c02.
;------------------------------------------------------------------------------
; LoadCoverOffscreen
; load cover screen in the HGR page that is currently not showing
;
; in: none
; out: all flags and registers clobbered
;------------------------------------------------------------------------------
LoadCoverOffscreen
; clobbers all
+LDADDR .CoverFile
@ -95,8 +114,14 @@ LoadCoverOffscreen
!byte 5
!text "COVER"
;------------------------------------------------------------------------------
; CoverFade
; load cover screen and animate per-character fade
;
; in: none
; out: all flags and registers clobbered
;------------------------------------------------------------------------------
CoverFade
; clobbers all
jsr LoadCoverOffscreen
jsr ShowOtherPage
lda OffscreenPage
@ -113,8 +138,14 @@ CoverFade
!byte 9
!text "COVERFADE"
;------------------------------------------------------------------------------
; DrawSearchBarOffscreen
; draw 2-line search UI on the HGR page that is not currently showing
;
; in: none
; out: all flags and registers clobbered
;------------------------------------------------------------------------------
DrawSearchBarOffscreen
; clobbers all
LDA #22 ; draw visible search bar
sta VTAB
lda OffscreenPage
@ -156,10 +187,15 @@ ClearOffscreen
bne @a
rts
ShowOtherPage
;------------------------------------------------------------------------------
; ShowOtherPage
; switch to the HGR page that is not currently showing
;
; in: none
; out: A = new value of OffscreenPage
; preserves X/Y
;------------------------------------------------------------------------------
ShowOtherPage
jsr ToggleOffscreenPage
bne +
bit PAGE2 ; show page 2
@ -167,50 +203,21 @@ ShowOtherPage
+ bit PAGE1 ; show page 1
rts
ToggleOffscreenPage
;------------------------------------------------------------------------------
; ToggleOffscreenPage
; switch the internal variable that tracks which HGR page is showing
; (does not affect screen)
;
; in: none
; out: A = new value of OffscreenPage
; preserves X/Y
;------------------------------------------------------------------------------
ToggleOffscreenPage
lda OffscreenPage
eor #$01
sta OffscreenPage
rts
;------------------------------------------------------------------------------
; WaitForKeyFor30Seconds
; does what it says on the tin
;
; in: none
; out: if user presses a key before the timer runs out, exits with A = key
; otherwise exits via MegaAttractMode
; X/Y preserved
;------------------------------------------------------------------------------
WaitForKeyFor30Seconds
lda KBD
bmi @gotKey ; if we have a key on entry, exit with it in A
lda #$16 ; initialize timeout counters
sta Timeout
sta Timeout+1
sta Timeout+2
@loop
lda KBD
bmi @gotKey
inc RNDSEED+1 ; these are only ever incremented, never
bne + ; reset (may be used as a pseudorandom
inc RNDSEED ; seed)
+
dec Timeout ; these are a 3-byte timeout counter
bne @loop ; that counts down from a number set
dec Timeout+1 ; in .ResetInputTimeout and reset
bne @loop ; on every keypress (whether or not
dec Timeout+2 ; the key leads to an action)
bne @loop
jsr CoverFade ; no input for ~30 seconds, switch to
jmp MegaAttractMode ; mega-attract mode
@gotKey rts
;------------------------------------------------------------------------------
; SoftBell
; yell at the user, but, like, gently
@ -386,4 +393,37 @@ IsSearchKey
ldx #0
rts
; /!\ keep this last in the file to ensure it doesn't cross a page boundary /!\
;------------------------------------------------------------------------------
; WaitForKeyFor30Seconds
; does what it says on the tin
;
; in: none
; out: if user presses a key before the timer runs out, exits with A = key
; otherwise exits via MegaAttractMode
; X/Y preserved
;------------------------------------------------------------------------------
WaitForKeyFor30Seconds
lda #$16 ; initialize timeout counters
sta Timeout
sta Timeout+1
sta Timeout+2
@loop
lda KBD
bmi @gotKey
inc RNDSEED+1 ; these are only ever incremented, never
bne + ; reset (may be used as a pseudorandom
inc RNDSEED ; seed)
+
dec Timeout ; these are a 3-byte timeout counter
bne @loop ; that counts down from a number set
dec Timeout+1 ; in .ResetInputTimeout and reset
bne @loop ; on every keypress (whether or not
dec Timeout+2 ; the key leads to an action)
bne @loop
jsr CoverFade ; no input for ~30 seconds, switch to
jmp MegaAttractMode ; mega-attract mode
@gotKey rts
}