4cade/src/ui.attract.dhgr.a
2020-04-01 11:57:21 -04:00

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;license:MIT
;(c) 2018-2020 by 4am
;
; Double hi-res slideshows
;
; Public functions
; - DHGRTitleSlideshow
; - DHGRActionSlideshow
; - DHGRSingle
; - BlankHGR
; - HGRMode
; - GRMode
; - ForceHGRMode
; - DrawGameTitleInActionSlideshow
; - RedrawForDHGR
;
;------------------------------------------------------------------------------
; 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
+ST16 @fname
jsr BlankDHGR ; switch to DHGR mode with initial blank screen
jsr LoadAuxFile ; load compressed DHGR screenshot at aux $3FF8
!word kRootDirectory
@fname !word $FDFD ; SMC
!word $3FF8
jsr DecompressDHGR
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)
lda #1
sta OffscreenPage
; /!\ execution falls through here to HGRMode
;------------------------------------------------------------------------------
; HGRMode / GRMode
; twiddles softswitches to set (H)GR mode (does not set page 1 or 2)
;
; in: none
; out: all registers preserved
;------------------------------------------------------------------------------
HGRMode
bit $C057
GRMode
bit $C052
bit $C050
DHGRRTS rts
;------------------------------------------------------------------------------
; ForceHGRMode
; if machine is in DHGR mode, switch it back to HGR mode
; otherwise do nothing
;
; in: none
; out: see BlankHGR
;------------------------------------------------------------------------------
ForceHGRMode
gMachineInDHGRMode=*+1
lda #$00 ; SMC
bne BlankHGR
beq DHGRRTS
;------------------------------------------------------------------------------
; 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
+ST16 ++ ; A/Y = filename (don't load file yet)
; $WINDEX = index of the transition in DFX store
+LDADDR gDFXStore
jsr okvs_next ; get transition after this one
+ST16 +
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/)
; $WINDEX contains 0-based index of the current record in gSlideshowStore (word)
; 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
+ST16 +
jsr FindGame
; 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
+LD16 WINDEX ; save game index in case user hits RETURN
+ST16 gGameToLaunch ; while it's visible (we'll launch it)
; 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/)
; $WINDEX contains 0-based index of the current record in gSlideshowStore (word)
; 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
+ST16 +
jsr FindGameInActionSlideshow
; 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
+ST16 SAVE ; (SAVE) -> game display name + game info bitfield
+LD16 WINDEX ; save game index in case user hits RETURN
+ST16 gGameToLaunch ; while it's visible (we'll launch it)
jsr LoadAuxFile ; load compressed DHGR screenshot at aux $3FF8
!word kDHGRActionDirectory
+ !word $FDFD
!word $3FF8
jsr DecompressDHGR
lda #$EA ; NOP
+HIDE_NEXT_2_BYTES
; /!\ execution falls through here to DrawGameTitleInActionSlideshowHGR
;------------------------------------------------------------------------------
; DrawGameTitleInActionSlideshow
; draw the game title in the lower left corner of the screen
;
; /!\ exits via ExecuteTransitionAt6000AndWait, and the transition code must
; already be loaded at $6000
;
; in: none
; out: exits via ExecuteTransitionAt6000AndWait
;------------------------------------------------------------------------------
DrawGameTitleInActionSlideshow
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 display name, Y = 0, so A = display length + 1
clc
adc #$02
sta gPathname
lda #7 ; top-right rounded corner character
jsr @drawline
inc VTAB
lda #" "
jsr @resetline
lda (SAVE),y ; A = display length + 1
tay
dey
- 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
+LDADDR gPathname
sec
jsr DrawString
@fallthroughForDHGR
nop ; SMC
; /!\ execution sometimes falls through here to RedrawForDHGR
;------------------------------------------------------------------------------
; RedrawForDHGR
; After drawing text on HGR screen, this will transform the low-level bytes
; to display properly on the DHGR screen.
;
; /!\ must be called immediately after calling one of the font drawing routines
; (Draw40Chars, DrawCenteredString, DrawString, DrawBuffer)
;
; in: gPathname contains number of bytes to transform
; DBIRow0/LC2 contains address of first byte of first row to transform
; (this will be true if you just called DrawBufferInternal or
; something that calls it, see above)
; out: clobbers zero page $00,$01,$02,$26,$27,$F7
;------------------------------------------------------------------------------
RedrawForDHGR
jsr SwitchToBank2
+LD16 DBIRow0+1
+ST16 $26
lda #8
sta i
-- ldy gPathname
dey
- lda ($26),y
+HGR_BYTE_TO_DHGR_BYTES
sta ($26),y
txa
sta WRITEAUXMEM
sta ($26),y
sta WRITEMAINMEM
dey
bpl -
lda $27
clc
adc #$04
sta $27
dec i
bne --
jmp SwitchToBank1