mirror of
https://github.com/a2-4am/4cade.git
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198 lines
6.4 KiB
Plaintext
198 lines
6.4 KiB
Plaintext
;license:MIT
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;(c) 2018-9 by 4am
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;
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; HGR title and action slideshows
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;
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; Public functions
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; - HGRTitleSlideshow
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; - HGRActionSlideshow
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; - HGRSingle
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;
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!zone {
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HGRTitleSlideshow
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jsr .LoadHGRTransition ; load transition effect code at $6000
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jsr okvs_iter ; cycle through all listed HGR files
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!word gSlideshowStore
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!word .HGRTitleCallback ; address of callback (called on each file)
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rts ; exit with last picture still visible
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HGRActionSlideshow
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jsr .LoadHGRTransition ; load transition effect code at $6000
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jsr okvs_iter ; cycle through all listed HGR files
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!word gSlideshowStore
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!word .HGRActionCallback ; address of callback (called on each file)
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rts ; exit with last picture still visible
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HGRSingle
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+STAY @fname
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jsr LoadFile ; load HGR screenshot at $4000
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!word kRootDirectory
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@fname !word $FDFD ; SMC
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!word $4000
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jsr .LoadHGRTransition ; load transition effect code at $6000
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+LDADDR $6000
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jmp ExecuteTransitionAndWait
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;------------------------------------------------------------------------------
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; .HGRTitleCallback [private]
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; callback called by okvs_iter on gSlideshowStore
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; to load and display a single HGR title screenshot
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; in: A/Y contains address of filename (name only, path is always /TITLE.HGR/)
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; X contains 0-based index of the current record in gSlideshowStore
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; out: all registers and flags clobbered
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; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
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; $2000..$BFFF clobbered by graphics data and transition code
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;------------------------------------------------------------------------------
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.HGRTitleCallback
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bit KBD
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bpl +
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@exit rts
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+
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+STAY @tfname
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stx gCurrentlyVisibleSlideshowIndex
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; try to get the human-readable name of this game from gGamesListStore
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ldx #$60
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jsr GetGameDisplayName
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; if game is not found (C will be set here), it means it can't be played on
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; this machine due to memory or joystick requirements, so we don't display
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; it in slideshows
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bcs @exit
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; (we don't actually use the display name in the title slideshow, we just
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; reuse the function for convenience)
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jsr LoadFile ; load HGR screenshot at $4000
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!word kHGRTitleDirectory
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@tfname !word $FDFD ; SMC
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!word $4000
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+LDADDR $6000
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jmp ExecuteTransitionAndWait
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;------------------------------------------------------------------------------
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; .HGRActionCallback [private]
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; callback called by okvs_iter on gSlideshowStore
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; to load and display a single HGR action screenshot
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; in: A/Y contains address of filename (name only, path is always /ACTION.HGR/)
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; X contains 0-based index of the current record in gSlideshowStore
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; gGamesListStore must be initialized
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; out: all registers and flags clobbered
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; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
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; $2000..$BFFF clobbered by graphics data and transition code
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;------------------------------------------------------------------------------
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.HGRActionCallback
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bit KBD
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bpl +
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@actionExit
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rts
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+
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+STAY @afname
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stx gCurrentlyVisibleSlideshowIndex
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; try to get the human-readable name of this game from gGamesListStore
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; or gSlideshowStore
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ldx #$EA
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jsr GetGameDisplayName
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; if game name is not found (C will be set here), it means the game
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; can't be played due to memory or joystick requirements, so we hide
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; it from slideshows
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bcs @actionExit
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; found the game
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+STAY SAVE
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jsr LoadFile ; load HGR screenshot at $4000
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!word kHGRActionDirectory
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@afname !word $FDFD ; SMC
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!word $4000
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; display game name in the bottom-left corner
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ldx #0
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stx HTAB
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ldx #22
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stx VTAB
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ldy #0
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lda (SAVE),y
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tax
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+LDADDR @topline
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sec
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jsr DrawBuffer
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ldx #3
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+LDADDR @toprightcorner
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sec
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jsr DrawBuffer
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inc VTAB
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ldx #0
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stx HTAB
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inx
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+LDADDR @rightline
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sec
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jsr DrawBuffer
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+LDAY SAVE
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jsr SetPath
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+LDADDR gPathname
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sec
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jsr DrawString
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ldx #2
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+LDADDR @rightline
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sec
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jsr DrawBuffer
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+LDADDR $6000
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jmp ExecuteTransitionAndWait
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@topline
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!byte 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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!byte 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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@toprightcorner
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!byte 0,0,7
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@rightline
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!text " "
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!byte 3
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;------------------------------------------------------------------------------
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; .LoadHGRTransition [private]
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; looks up name of next HGR transition effect in FX.CONF and loads that file
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; at $6000
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; in: gGlobalPrefsStore has been initialized
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; out: all registers and flags clobbered
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; $6000..$BFFF contains transition effect code
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;------------------------------------------------------------------------------
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.LoadHGRTransition
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jsr LoadFile ; load HGR transition effects list into $8000
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!word kRootDirectory
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!word kFXConfFile
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- !word $8000
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jsr ParseKeyValueList ; parse HGR transition effects list into $6000
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!word gFXStore
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!word -
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!byte 0
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jsr pref_get ; get HGR transition effect from prefs
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!word kNextFX
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!word gFXStore
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+STAY @filename ; A/Y = filename (don't load file yet)
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; X = index of the transition in FX store
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+LDADDR gFXStore
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jsr okvs_next ; get transition after this one
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+STAY +
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jsr pref_set ; update prefs store and save to disk
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!word kNextFX
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+ !word $FDFD ; SMC
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jsr LoadFile ; now load transition effect code into $6000
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!word kFXDirectory
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@filename !word $FDFD ; SMC
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!word $6000
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rts
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kFXConfFile
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!byte 7
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!text "FX.CONF"
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}
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