4cade/src/glue.launch.a

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;license:MIT
;(c) 2018-9 by 4am
;
; Functions to launch games and self-running demos
;
; Public functions
; - GetGameDisplayName
; - PlayGameFromSearch
; - PlayGameFromBrowse
; - PlayGameFromAttract
; - Prelaunch
; - Launch
;
; Public variables
; - gCurrentAttractIndex ; [byte] numeric index in gAttractModeStore of current Mega-Attract Module
; - gCurrentlyVisibleSlideshowIndex ; [byte] numeric index in gSlideshowStore of currently visible slideshow picture
; (only valid during slideshows, not updated once a key is pressed)
!zone {
GetGameDisplayName
; in: A/Y points to game filename
; X = #$60 if we should only look in gGamesListStore for a match
; X = #$EA if we should also look in gSlideshowStore
; out: C clear if game exists in gGamesListStore, and
; A/Y points to game display name (but see hack notes below)
; C set if game does not exist (this can happen because slideshows
; list games that require a joystick, but the games list parser
; filters out joystick-only games if the machine doesn't have a
; joystick)
stx @maybeExit
+STAY @key
+STAY @slideshowKey
jsr okvs_get
!word gGamesListStore
@key !word $FDFD ; SMC
bcc @exit
; Hack to allow self-running demos that don't correspond to a game
; filename. If the name ends in a '.', accept it unconditionally.
; The filename is its own display name. Launching this fake game
; will of course fail, so don't do that.
+LDAY @key
+STAY PARAM
ldy #0
lda (PARAM),y
tay
lda (PARAM),y
cmp #"."
beq @forceGoodResult
sec
@maybeExit
!byte $00 ; SMC
; if the key is still not found, AND the caller said to try this, then try
; getting the value of the current record from gSlideshowStore
; (some games have multiple action screenshots, in which case the filename of
; the action screenshot is not the game name, but the value is)
jsr okvs_get
!word gSlideshowStore
@slideshowKey
!word $FDFD ; SMC
+STAY @key3
jsr okvs_get
!word gGamesListStore
@key3 !word $FDFD ; SMC
; note that the game might still not be found (C will be set by okvs_get),
; which can happen if the game can't be played due to memory or joystick
; requirements
rts
@forceGoodResult
+LDAY @key
clc
@exit rts
PlayGameFromSearch
PlayGameFromBrowse
stx @gameIndex
jsr okvs_nth
!word gGamesListStore
@gameIndex
!byte $FD ; SMC
jmp .Go
PlayGameFromAttract
jsr LoadAndParseAttractModeConf
jsr okvs_nth ; get filename of current attract-mode module
!word gAttractModeStore
gCurrentAttractIndex
!byte $FD ; set in MegaAttractMode
+STAY @key
jsr okvs_get
!word gAttractModeStore
@key !word $FDFD ; SMC
+STAY PTR
ldy #1
lda (PTR),y
and #$0F
bne @playFromSlideshow
; we reached here by pressing <RETURN> during a self-running demo,
; which means that @key points to the filename of the game we want to play
+LDAY @key
jmp .Go
@playFromSlideshow
; we reached here by pressing <RETURN> during a slideshow
; gSlideshowStore is still in memory, and gCurrentlyVisibleSlideshowIndex
; is the index into gSlideshowStore of the picture that is being displayed
jsr okvs_nth
!word gSlideshowStore
gCurrentlyVisibleSlideshowIndex
!byte $FD ; set in HGRTitleCallback, HGRActionCallback, DHGRTitleCallback
+STAY @sskey
+STAY @sskey2
jsr okvs_get
!word gGamesListStore
@sskey !word $FDFD ; SMC
bcs +
+LDAY @sskey
jmp .Go
+
; if the key is not found, try getting the value of the current record
; from gSlideshowStore and using that instead
; (some games have multiple action screenshots, value points to the key in gGamesListStore)
jsr okvs_get
!word gSlideshowStore
@sskey2 !word $FDFD ; SMC
bcc .Go
rts
.Go
; in: A/Y = lo/hi address of filename
; X = game index
+STAY SAVE
+STAY +
bit gCheatsEnabled ; are cheats enabled?
bpl @noCheats
ldy gCheatsAvailable,x ; are there any cheats for this game?
beq @noCheats
jsr LoadFile ; cheats are enabled and this game has a prelaunch
!word kPrelaunchDirectory ; file that will set up the cheats, so load that
+ !word $FDFD ; SMC
!word $0106
jmp @loadedPrelaunch
@noCheats
jsr LoadFile ; no game-specific prelaunch file, so
!word kPrelaunchDirectory ; load standard prelaunch file instead
!word kStandardPrelaunch
!word $0106
@loadedPrelaunch
ldx #1 ; construct path to game's startup file
sec ; which is always /X/game/game
!byte $2c
-- pha
clc
php
ldy #0
lda (SAVE), y
tay
iny
sty @runlength+1
ldy #0
lda #'X'
sta ProDOS_prefix+1
lda #'/'
- inx
sta ProDOS_prefix, x
iny
lda (SAVE), y
@runlength
cpy #$D1 ; SMC
bne -
txa
plp
bcs --
stx ProDOS_prefix
jsr LoadFile ; load the game startup file
!word kRootDirectory
!word ProDOS_prefix
!word 0 ; use file's default address
pla
sta ProDOS_prefix ; set 'root' directory to the path part
; of the game startup file we just loaded
; so games can load other files without
; knowing which directory they're in
; execution falls through here
Launch
+READ_RAM2_WRITE_RAM2
jsr SaveOrRestoreScreenHoles ; save screen hole contents
ldx #$F1
- lda $100,x
sta $DF00,x ; back up stack
inx
bne -
tsx ; back up stack pointer
stx $DFF0
lda #$38 ; 'sec' opcode to tell |Reenter| to
sta RestoreStackNextTime ; restore the stack and stack pointer
ldx #(end_promote-promote-1)
- lda promote,x ; copy ProDOS shim to main memory
sta $bf00,x
dex
bpl -
jmp $106 ; jump to pre-launch code
}