;license:MIT ;(c) 2018-9 by 4am ; ; GAMES.CONF parser ; ; Public functions: ; - ParseGamesList ; ;------------------------------------------------------------------------------ ; ParseGamesList ; parse buffer with AB,KEY=VALUE lines of text into an okvs ; keys and values limited to 127 characters, which should be enough for anyone ; '[' character at beginning of line ends the parsing ; (see games.conf file for more format information) ; ; in: stack contains 4 bytes of parameters: ; +1 [word] handle to storage space for okvs ; +3 [word] handle to buffer containing contents of GAMES.CONF ; out: all registers and flags clobbered ; $1F00..$1FFF clobbered ; $00/$01 clobbered ; $02/$03 clobbered ; $04/$05 has the address of the next available byte after the okvs ; $FE/$FF clobbered ;------------------------------------------------------------------------------ ParseGamesList +PARAMS_ON_STACK 4 +LDPARAM 1 +STAY @store1 +STAY @store2 +LDPARAM 3 +STAY $FE ldy #0 lda ($FE),y pha iny lda ($FE),y tay pla sec sbc #$01 sta $FE bcs + dey + sty $FF jsr okvs_init ; reset key/value store @store1 !word $FDFD ; SMC ldy #$00 ; index into ($FE) pointing to current character @newkey ldx #$00 ; X = index into current key jsr IncAndGetChar ; get first filter character ('1' if game requires joystick) cmp #$0D ; ignore blank line beq @newkey cmp #$5B ; '[' ends the parsing beq @exit cmp #$30 ; '0' -> no filtering on joystick beq @filterOnMemory cmp #$31 ; not '0' or '1' or '[' or CR -> ignore entire line (e.g. comment) bne @skipLine bit MachineStatus bpl @skipLine ; game requires joystick but we don't have one, so ignore entire line @filterOnMemory jsr IncAndGetChar ; get second filter character ('1' if game requires 128K) cmp #$30 ; '0' -> no filtering on memory beq @swallowComma cmp #$31 ; not '0' or '1' -> ignore entire line bne @skipLine bit MachineStatus bvc @skipLine ; game requires 128K but we only have 64K, so ignore entire line @swallowComma jsr IncAndGetChar cmp #$2C ; ',' delimiter (required) bne @skipLine @gatherKey jsr IncAndGetChar cmp #$3D ; '=' ends the key beq @endKey sta gKey,x inx bpl @gatherKey @endKey stx gKeyLen ldx #$00 ; now X = index into the current value @gatherValue jsr IncAndGetChar cmp #$0D ; CR ends the value beq @endValue sta gVal,x inx bpl @gatherValue @endValue stx gValLen tya pha ; okvs functions clobber everything but we need Y jsr okvs_append @store2 !word $FDFD ; SMC !word gKeyLen !word gValLen !byte 0 pla tay clc bcc @newkey ; always branches @skipLine ; skip to CR jsr IncAndGetChar cmp #$0D ; CR bne @skipLine beq @newkey ; always branches @exit rts