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mirror of https://github.com/catseye/SixtyPical.git synced 2024-11-29 18:49:22 +00:00

Clear the screen when starting the game.

This commit is contained in:
Chris Pressey 2017-12-13 12:32:24 +00:00
parent 9c7082db6e
commit d9c9dab9e7

View File

@ -36,10 +36,18 @@ byte table press_fire_msg: "PRESS`FIRE`TO`PLAY"
// //
// Points to the routine that implements the current game state. // Points to the routine that implements the current game state.
// //
// It's very arguable that screen1/2/3/4 and colormap1/2/3/4 are not REALLY inputs.
// They're only there to support the fact that game states sometimes clear the
// screen, and sometimes don't. When they don't, they preserve the screen, and
// currently the way to say "we preserve the screen" is to have it as both input
// and output. There is probably a better way to do this, but it needs thought.
//
vector dispatch_game_state vector dispatch_game_state
inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state,
outputs delta, pos, screen, screen1, button_down, dispatch_game_state screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
outputs delta, pos, button_down, dispatch_game_state,
screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
trashes a, x, y, c, z, n, v, ptr trashes a, x, y, c, z, n, v, ptr
// //
@ -55,14 +63,18 @@ vector dispatch_game_state
// //
vector cinv vector cinv
inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state,
outputs delta, pos, screen, screen1, button_down, dispatch_game_state screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
outputs delta, pos, button_down, dispatch_game_state,
screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
trashes a, x, y, c, z, n, v, ptr trashes a, x, y, c, z, n, v, ptr
@ 788 @ 788
vector save_cinv vector save_cinv
inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state,
outputs delta, pos, screen, screen1, button_down, dispatch_game_state screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
outputs delta, pos, button_down, dispatch_game_state,
screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
trashes a, x, y, c, z, n, v, ptr trashes a, x, y, c, z, n, v, ptr
// ---------------------------------------------------------------- // ----------------------------------------------------------------
@ -165,8 +177,10 @@ routine clear_screen
// //
routine game_state_play routine game_state_play
inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state,
outputs delta, pos, screen, screen1, button_down, dispatch_game_state screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
outputs delta, pos, button_down, dispatch_game_state,
screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
trashes a, x, y, c, z, n, v, ptr trashes a, x, y, c, z, n, v, ptr
{ {
call read_stick call read_stick
@ -185,8 +199,10 @@ routine game_state_play
} }
routine game_state_title_screen routine game_state_title_screen
inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state,
outputs delta, pos, screen, screen1, button_down, dispatch_game_state screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
outputs delta, pos, button_down, dispatch_game_state,
screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
trashes a, x, y, c, z, n, v, ptr trashes a, x, y, c, z, n, v, ptr
{ {
ld y, 0 ld y, 0
@ -205,9 +221,14 @@ routine game_state_title_screen
call check_button call check_button
if c { if c {
// call clear_screen call clear_screen
// call init_game // call init_game
copy game_state_play, dispatch_game_state copy game_state_play, dispatch_game_state
ld a, 0 // FIXME we shouldn't need to.
ld y, 0 // FIXME we shouldn't need to.
st off, c // FIXME we shouldn't need to.
} else {
ld a, 0 // FIXME we shouldn't need to.
} }
goto save_cinv goto save_cinv
@ -218,8 +239,10 @@ routine game_state_title_screen
// ************************* // *************************
routine our_cinv routine our_cinv
inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state,
outputs delta, pos, screen, screen1, button_down, dispatch_game_state screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
outputs delta, pos, button_down, dispatch_game_state,
screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
trashes a, x, y, c, z, n, v, ptr trashes a, x, y, c, z, n, v, ptr
{ {
goto dispatch_game_state goto dispatch_game_state