;license:MIT ;(c) 2018-9 by 4am ; ; Double hi-res slideshows ; ; Public functions ; - DHGRTitleSlideshow ; - DHGRActionSlideshow ; - DHGRSingle ; - BlankHGR ; - HGRMode ; ;------------------------------------------------------------------------------ ; DHGRTitleSlideshow ; execute a slideshow of double hi-res title screenshots ; ; safe to call if machine only has 64K (does nothing and exits) ; ; in: none ; out: everything clobbered ; graphics mode reset to display hi-res screen, which is blank ;------------------------------------------------------------------------------ DHGRTitleSlideshow bit MachineStatus ; only run DHGR slideshow if we have 128K bvc DHGRRTS jsr LoadDHGRTransition ; load transition effect code at $6000 jsr BlankDHGR ; switch to DHGR mode with initial blank screen jsr okvs_iter ; cycle through all listed DHGR files !word gSlideshowStore !word DHGRTitleCallback ; address of callback (called on each file) beq BlankHGR ; switch back to HGR mode with initial blank screen on exit ; (always branches because Z=1 on exit of okvs_iter) ;------------------------------------------------------------------------------ ; DHGRActionSlideshow ; execute a slideshow of double hi-res action screenshots ; ; safe to call if machine only has 64K (does nothing and exits) ; ; in: none ; out: everything clobbered ; graphics mode reset to display hi-res screen, which is blank ;------------------------------------------------------------------------------ DHGRActionSlideshow bit MachineStatus ; only run DHGR slideshow if we have 128K bvc DHGRRTS jsr LoadDHGRTransition ; load transition effect code at $6000 jsr BlankDHGR ; switch to DHGR mode with initial blank screen jsr okvs_iter ; cycle through all listed DHGR files !word gSlideshowStore !word DHGRActionCallback ; address of callback (called on each file) beq BlankHGR ; switch back to HGR mode with initial blank screen on exit ; (always branches because Z=1 on exit of okvs_iter) ;------------------------------------------------------------------------------ ; DHGRSingle ; display a single double hi-res screenshot, with transition effect ; ; safe to call if machine only has 64K (does nothing and exits) ; ; in: none ; out: everything clobbered ; graphics mode reset to display hi-res screen, which is blank ;------------------------------------------------------------------------------ DHGRSingle bit MachineStatus ; only show DHGR screenshots if we have 128K bvc DHGRRTS +STAY + jsr BlankDHGR ; switch to DHGR mode with initial blank screen jsr LoadDHRFile ; load DHGR file at $4000/main and $4000/aux !word kRootDirectory + !word $FDFD ; SMC jsr LoadDHGRTransition ; load transition effect code at $6000 jsr ExecuteTransitionAt6000AndWait ; switch back to HGR mode with initial blank screen on exit ; /!\ execution falls through here to BlankHGR ;------------------------------------------------------------------------------ ; BlankHGR ; clear and show HGR page 1 without flickering ; ; in: none ; out: text page clobbered (but screen holes preserved) ; A/X/Y=0 (guaranteed by ClearHGR1) ; $2000..$3FFF cleared ;------------------------------------------------------------------------------ BlankHGR jsr Home jsr ClearHGR1 ; clear hi-res screen 1 bit PAGE1 ; show hi-res screen 1 (now blank) ; /!\ execution falls through here to HGRMode ;------------------------------------------------------------------------------ ; HGRMode ; twiddles softswitches to set HGR mode (does not set page 1 or 2) ; ; in: none ; out: all registers preserved ;------------------------------------------------------------------------------ HGRMode bit $C057 GRMode bit $C052 bit $C050 DHGRRTS rts ;------------------------------------------------------------------------------ ; LoadDHGRTransition [private] ; looks up name of next DHGR transition effect in DFX.CONF and loads that file ; at $6000 ; in: gDFXStore has been initialized ; gGlobalPrefsStore has been initialized ; out: all registers and flags clobbered ; $6000..$BFFF/main contains transition effect code ;------------------------------------------------------------------------------ LoadDHGRTransition jsr LoadFile ; load DHGR transition effects list into $8000 !word kRootDirectory !word kDFXConfFile - !word $8000 jsr ParseKeyValueList ; parse DHGR transition effects list into $6000 !word gDFXStore !word - !byte 0 jsr pref_get ; get DHGR transition effect from prefs !word kNextDFX !word gDFXStore +STAY ++ ; A/Y = filename (don't load file yet) ; X = index of the transition in DFX store +LDADDR gDFXStore jsr okvs_next ; get transition after this one +STAY + jsr pref_set ; update prefs store and save to disk !word kNextDFX + !word $FDFD ; SMC jsr LoadFile ; now load transition effect code into $6000 !word kFXDirectory ++ !word $FDFD ; SMC !word $6000 rts ;------------------------------------------------------------------------------ ; DHGRTitleCallback [private] ; callback called by okvs_iter on gSlideshowStore ; to load and display a single DHGR title screenshot ; in: A/Y contains address of filename (name only, path is always /TITLE.DHGR/) ; 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 ; $2000..$5FFF/aux clobbered ;------------------------------------------------------------------------------ DHGRTitleCallback bit KBD bmi DHGRRTS +STAY + jsr GetGameInfo ; 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 bcs DHGRRTS stx gGameToLaunch ; load DHGR screenshot at $4000/main and $4000/aux jsr LoadDHRFile !word kDHGRTitleDirectory + !word $FDFD jmp ExecuteTransitionAt6000AndWait ;------------------------------------------------------------------------------ ; DHGRActionCallback [private] ; callback called by okvs_iter on gSlideshowStore ; to load and display a single DHGR action screenshot ; in: A/Y contains address of filename (name only, path is always /ACTION.DHGR/) ; 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 ; $2000..$5FFF/aux clobbered ;------------------------------------------------------------------------------ DHGRActionCallback bit KBD bmi DHGRRTS +STAY + jsr GetGameInfoInActionSlideshow ; 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 bcs DHGRRTS +STAY SAVE ; (SAVE) -> game title stx gGameToLaunch ; load DHGR screenshot at $4000/main and $4000/aux jsr LoadDHRFile !word kDHGRActionDirectory + !word $FDFD lda #$EA ; NOP +HIDE_NEXT_2_BYTES DrawGameTitleInActionSlideshowHGR lda #$60 ; RTS sta @fallThroughForDHGR ; 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 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 jmp ExecuteTransitionAt6000AndWait @resetline ldy #40 - sta gPathname,y dey bne - sty HTAB rts @drawline ldy gPathname sta gPathname,y lda HTAB pha +LDADDR gPathname sec jsr DrawString pla @fallThroughForDHGR nop ; SMC sta HTAB jsr SwitchToBank2 +LDAY DBIRow0+1 +STAY $FE lda #8 sta i -- ldy gPathname dey - lda ($FE),y jsr HGRByteToDHGRBytes sta ($FE),y txa sta WRITEAUXMEM sta ($FE),y sta WRITEMAINMEM dey bpl - lda $FF clc adc #$04 sta $FF dec i bne -- jmp SwitchToBank1 HGRByteToDHGRBytes ;1GFEDCBA -> ;1GGFFEED (main) + ;1DCCBBAA (aux) ; ; in: A = HGR byte ; out: A = DHGR byte in mainmem ; X = DHGR byte in auxmem ; preserves Y ; clobbers zero page $00,$01,$02,$03 sty $02 ldy #$02 sec php ldx #$07 -- lsr - php ror $00 sec dex beq + plp + ror $00 dex bpl -- plp ldx $03 stx $01 ldx $00 stx $03 ldx #$06 dey bne - ror $00 lda $00 ldx $01 ldy $02 rts