antoine-source/labellezohra/sources/labellezohra.s
2024-02-03 22:58:16 +01:00

1533 lines
23 KiB
ArmAsm

*
* La Belle Zohra
*
* (c) 1992, François Coulon
* (c) 2023, Antoine Vignau & Olivier Zardini
*
mx %00
*----------------------------------- Macros
use 4/Ctl.Macs
use 4/Desk.Macs
use 4/Event.Macs
use 4/Font.Macs
use 4/Int.Macs
use 4/Line.Macs
use 4/Locator.Macs
use 4/Mem.Macs
use 4/Menu.Macs
use 4/MIDISyn.Macs
use 4/Misc.Macs
use 4/Print.Macs
use 4/Qd.Macs
use 4/QdAux.Macs
use 4/Resource.Macs
use 4/Scrap.Macs
use 4/Sound.Macs
use 4/Std.Macs
use 4/TextEdit.Macs
use 4/Util.Macs
use 4/Window.Macs
*-----------------------
* macros
*-----------------------
@loadfile mac
lda ]1
ldx ]2+2
ldy ]2
jsr loadFILE
eom
@fadein mac
lda ]2
ldx ]1+2
ldy ]1
jsr fadeIN
eom
*----------------------------------- Constantes
*-------------- Softswitches
KBD = $e0c000
KBDSTROBE = $e0c010
RDVBLBAR = $e0c019
GSOS = $e100a8
*-------------- GUI
wMAIN = 1
alertQUIT = $0100
alertRESTART = $0200
refIsPointer = 0
refIsHandle = 1
refIsResource = 2
appleKey = $0100
mouseDownEvt = $0001
mouseUpEvt = $0002
keyDownEvt = $0003
chrRET = $0d
chrESC = $1b
*--------------
dpFROM = $80
dpTO = dpFROM+4
dpTEXTES = dpTO+4 ; pointeur vers les TEXTES
Debut = dpTEXTES+4
Arrivee = Debut+4
Second = Arrivee+4
*---
mode_320 = $00
mode_640 = $80
screen_320 = 320
screen_640 = 640
ptr012000 = $012000
ptrE12000 = $e12000
*---
TRUE = 255
FALSE = 0
fgLOAD = 1 ; flags for choix_aventure
fgRESTART = 2
*----------------------------------- Entry point
phk
plb
clc
xce
rep #$30
_TLStartUp
pha
_MMStartUp
pla
sta mainID
ora #$0100
sta myID
tdc
sta myDP
*--- Version du systeme
jsl GSOS
dw $202a
adrl proVERS
lda proVERS+2
and #%01111111_11111111
cmp #$0402
bcs okVERS
pha
PushLong #verSTR1
PushLong #verSTR2
PushLong #errSTR1
PushLong #errSTR2
_TLTextMountVolume
pla
brl meQUIT1
*--- Compacte la mémoire
okVERS PushLong #0
PushLong #$8fffff
PushWord myID
PushWord #%11000000_00000000
PushLong #0
_NewHandle
_DisposeHandle
_CompactMem
*--- 64K pour les images des scènes
jsr make64KB
bcc okMEM1
koMEM pha
PushLong #memSTR1
PushLong #errSTR2
PushLong #errSTR1
PushLong #errSTR2
_TLTextMountVolume
pla
brl meQUIT1
okMEM1 sty ptrIMAGE
stx ptrIMAGE+2
stx ptrBACKGND+2
*--- 64K pour les images du jeu
jsr make64KB
bcs koMEM
sty ptrFOND
stx ptrFOND+2
stx ptrICONES+2
stx fondToSourceLocInfo+4 ; fond
stx iconToSourceLocInfo+4 ; icon
*--- 64K pour les images compressees
jsr make64KB
bcs koMEM
sty ptrUNPACK
stx ptrUNPACK+2
*--- Chargement des outils
pha
pha
PushWord mainID
PushWord #refIsResource
PushLong #1
_StartUpTools
PullLong SStopREC
bcc okTOOL
pha
PushLong #tolSTR1
PushLong #errSTR2
PushLong #errSTR1
PushLong #errSTR2
_TLTextMountVolume
pla
brl meQUIT0
*---
okTOOL PushWord #0
_GetMasterSCB
pla
bmi okSHADOW ; shadowing is on if bit 15 is set
lda #^ptrE12000 ; shadowing is off, use slow RAM
sta ptrSCREEN+2
*--- Et la musique...
okSHADOW pha
_SoundToolStatus
pla
bne noSOUND
lda #1
sta fgSND
noSOUND _HideMenuBar
PushWord #0
PushWord #%11111111_11111111
PushWord #0
_FlushEvents
pla
_InitCursor
PushLong #0
PushWord #5 ; SetDeskPat
PushWord #$4000
PushWord #$0000
_Desktop
pla
pla
pha
pha
PushLong #0
PushLong #wMAIN
PushLong #PAINTMAIN
PushLong #0
PushWord #refIsResource
PushLong #wMAIN
PushWord #$800e
_NewWindow2
PullLong wiMAIN
*----------------------------------------
* INITIALISATIONS
*----------------------------------------
entryPOINT
jsr TWILIGHToff
jsr set_language
jsr init
jsr antoine ; on change !
jsr init2
*-----------------------
* MAIN
*-----------------------
@fadein ptrFOND;#TRUE
jsr waitEVENT
@fadein ptrICONES;#TRUE
mainLOOP jsr teste_fin
jsr demande_objet
*----------------------------------------
* TASK MASTER
*----------------------------------------
taskLOOP inc VBLCounter0
PushWord #0
PushWord #0
PushWord #$c000
PushWord #0
_HandleDiskInsert
pla
pla
* jsr checkREPLAY
PushWord #0
PushWord #%11111111_11111111
PushLong #taskREC
_TaskMaster
pla
beq taskLOOP
asl
tax
jsr (taskTBL,x)
bra taskLOOP
* lda escape ; on a une condition de sortie
* cmp #FALSE
* bne main
*
* lda deplacement ; si on doit bouger, on fait un...
* ora fgSUITEFORCEE
* cmp #TRUE
* beq mainLOOP ; ...grand saut
* bne taskLOOP ; ...sinon on attend
*----------------------------------- Gestion du keyDown
* on gère les open-apple-qqch
doKEYDOWN lda taskMODIFIERS
and #appleKey
cmp #appleKey
beq doOPENAPPLE
rts
*--- gère les open-apple-qqch
doOPENAPPLE
ldx #-1
sep #$20
]lp inx
lda tblKEYVALUE,x ; get key
cmp #$ff ; end of table
beq doOPENAPPLE99 ; so exit
cmp taskMESSAGE ; same as pressed key?
bne ]lp ; no, loop
rep #$20
txa
asl
tax
jmp (tblKEYADDRESS,x)
doOPENAPPLE99
doNOT
rep #$20
rts
*---
tblKEYVALUE
asc 'QqOoSs'
asc 'Rr'
asc 'Zz'
asc '*'
hex ff
tblKEYADDRESS
da doQUIT,doQUIT,doLOAD,doLOAD,doSAVE,doSAVE
da doRESTART,doRESTART
da doMUSIK,doMUSIK
da monitor
doMUSIK rts
*----------------------------------- Gestion du mouseUp
* on compare les coordonnées avec celles du incontent
* si dans le même rectangle, on traite
doMOUSEDOWN
doMOUSEUP
* lda fgSUITEFORCEE
* cmp #FALSE
* beq mup1
* rts ; non, on sort
*
*mup1 jsr clic_mot ; oui, on vérifie si on a cliqué sur un mot => mot$
* bcc mup2 ; oui
* rts
*mup2 jsr aiguille ; on aiguille le joueur (1 ou 2 clics)
rts
*----------------------------------- Gestion des controles
doCONTROL
lda taskREC+38
asl
tax
jmp (ctrlTBL,x)
*----------------------------------------
* FENETRES
*----------------------------------------
PAINTMAIN
PushLong wiMAIN
_DrawControls
rtl
*-----------------------------------
* AUTRES ROUTINES
*-----------------------------------
*----------------------------------- Open
doLOAD
* jsr suspendMUSIC ; NTP off
jsr saveBACK
PushWord #30
PushWord #43
PushLong #strLOADFILE
PushLong #0
PushLong #typeLIST
PushLong #replyPTR
_SFGetFile
jsr loadBACK
lda replyPTR
bne doLOAD1
* jsr resumeMUSIC ; NTP on
rts
doLOAD1 jsr copyPATH
jsr loadALL
bcc doLOAD2
rts
doLOAD2 rts
*----------------------------------- Save
doSAVE
* jsr suspendMUSIC ; NTP off
jsr saveBACK
PushWord #25
PushWord #36
PushLong #strSAVEFILE
PushLong #namePATH
PushWord #15
PushLong #replyPTR
_SFPutFile
jsr loadBACK
* jsr resumeMUSIC ; NTP on
lda replyPTR
bne doSAVE1
rts
doSAVE1 jsr copyPATH
jmp saveALL
*--- Recopie le filename du fichier de sauvegarde
copyPATH sep #$20
ldx #16-1
]lp lda namePATH1,x
sta pGAME+4,x
dex
bpl ]lp
lda namePATH
inc
inc
sta pGAME
rep #$20
rts
*--- Charge le fichier de sauvegarde en mémoire
loadALL jsl GSOS
dw $2010
adrl proOPENGAME
bcs loadKO99
lda proOPENGAME+2
sta proREADGAME+2
sta proCLOSE+2
jsr loadPART
jsl GSOS
dw $2014
adrl proCLOSE
loadKO99 rts
*---
loadPART ldx #2
ldy #pointeur_indicateurs
jsr loadIT
ldx #2
ldy #pointeur_paragraphes
jsr loadIT
ldx #nombre_indicateurs
ldy #indicateur
jsr loadIT
ldx #nombre_paragraphes
ldy #paragraphe_lu
loadIT stx proREADGAME+8
sty proREADGAME+4
jsl GSOS
dw $2012
adrl proREADGAME
rts
*--- Enregistre le fichier de sauvegarde
saveALL jsl GSOS
dw $2002
adrl proDESTROYGAME
jsl GSOS
dw $2001
adrl proCREATEGAME
bcs saveKO99
jsl GSOS
dw $2010
adrl proOPENGAME
bcs saveKO99
lda proOPENGAME+2
sta proWRITEGAME+2
sta proCLOSE+2
jsr savePART
jsl GSOS
dw $2014
adrl proCLOSE
saveKO99 rts
*---
savePART ldx #2
ldy #pointeur_indicateurs
jsr saveIT
ldx #2
ldy #pointeur_paragraphes
jsr saveIT
ldx #nombre_indicateurs
ldy #indicateur
jsr saveIT
ldx #nombre_paragraphes
ldy #paragraphe_lu
saveIT stx proWRITEGAME+8
sty proWRITEGAME+4
jsl GSOS
dw $2013
adrl proWRITEGAME
rts
*----------------------------------- Restart
doRESTART
* jsr suspendMUSIC ; NTP off
jsr saveBACK
PushWord #0
PushWord #5
PushLong #0
pea $0000
lda #alertRESTART
ora saveLANGUAGE
pha
_AlertWindow
jsr loadBACK
pla
beq re1
* jmp resumeMUSIC ; NTP on
re1
* jsr fin_aventure
* jsr initialisation_absolue
* lda #fgRESTART
* sta escape
rts
*----------------------------------- Quit
doQUIT
* jsr suspendMUSIC ; NTP off
jsr saveBACK
PushWord #0
PushWord #5
PushLong #0
pea $0000
lda #alertQUIT
ora saveLANGUAGE
pha
_AlertWindow
jsr loadBACK
* jsr resumeMUSIC ; NTP on
pla
beq meQUIT
rts
*----------------------------------- Quit
meQUIT
* jsr stopNTP
jsr TWILIGHTon
meQUIT0 PushWord #refIsHandle
PushLong SStopREC
_ShutDownTools
meQUIT1 PushWord myID
_DisposeAll
PushWord mainID
_DisposeAll
PushWord mainID
_MMShutDown
_TLShutDown
jsl GSOS
dw $2029
adrl proQUIT
monitor brk $bd
*----------------------------------------
* TWILIGHT
*----------------------------------------
*----------------------------
* TWILIGHToff
* Turns Twilight II off
*
* Entry:
* n/a
*
* Exit:
* n/a
*
*----------------------------
lenV1 = $49bf
lenV2 = $539a
offV1 = $117a
offV2 = $154c
TWILIGHToff
ldal $e11600
sta Debut
ldal $e11602
sta Debut+2
TWILIGHToff1
ldy #8
lda [Debut],y
ldx #offV1
cmp #lenV1
beq TWILIGHToff2
ldx #offV2
cmp #lenV2
bne TWILIGHToff3
TWILIGHToff2
stx offTWILIGHT
lda [Debut]
sta Arrivee
sta ptrTWILIGHT
ldy #2
lda [Debut],y
sta Arrivee+2
sta ptrTWILIGHT+2
txy
lda [Arrivee],y
cmp #$0ef0
bne TWILIGHToff3
lda #$0e80
sta [Arrivee],y
inc fgTWILIGHT
rts
TWILIGHToff3
ldy #16
lda [Debut],y
tax
iny
iny
lda [Debut],y
sta Debut+2
txa
sta Debut
lda Debut
ora Debut+2
bne TWILIGHToff1
rts
*----------------------------
* TWILIGHTon
* Turns Twilight II on
*
* Entry:
* n/a
*
* Exit:
* n/a
*
*----------------------------
TWILIGHTon
lda fgTWILIGHT
bne TWILIGHTon1
rts
TWILIGHTon1
lda ptrTWILIGHT
sta Arrivee
lda ptrTWILIGHT+2
sta Arrivee+2
ldy offTWILIGHT
lda #$0ef0
sta [Arrivee],y
rts
*--- Twilight II
ptrTWILIGHT ds 4
fgTWILIGHT ds 2
offTWILIGHT ds 2
*----------------------------------------
* MEMOIRE
*----------------------------------------
make64KB pha
pha
PushLong #$010000
PushWord myID
PushWord #%11000000_00011100
PushLong #0
_NewHandle
phd
tsc
tcd
lda [3]
tax ; low in X
ldy #2
lda [3],y
txy ; low in Y
tax ; high in X
pld
pla ; we do not keep track of the handle
pla
rts
*----------------------------------------
* GFX
*----------------------------------------
*--------------------------------------
nextVBL lda #75
pha
]lp ldal $e0c02e
and #$7f
cmp 1,s
blt ]lp
cmp #100
bge ]lp
pla
waitVBL ldal RDVBLBAR-1
bpl waitVBL
rts
waitKEY ldal KBD-1
bpl waitKEY
stal KBDSTROBE-1
rts
*--- On attend un clic ou une combinaison de touches
waitEVENT inc VBLCounter0
PushWord #0
PushWord #%00000000_00001010
PushLong #taskREC
_GetNextEvent
pla
beq waitEVENT
lda taskREC
cmp #mouseDownEvt
beq we_1
rts
we_1 inc VBLCounter0
PushWord #0
PushWord #0
_StillDown
pla
bne we_1
lda #mouseDownEvt
rts
*--------------------------------------
fadeIN pha
sty Debut
stx Debut+2
_HideCursor
ldy #$2000
sty Arrivee
ldx ptrSCREEN+2
stx Arrivee+2
ldy #$7e00
lda #0
]lp sta [Arrivee],y
iny
iny
bpl ]lp
pla ; ne copie pas les données
cmp #FALSE ; si à FALSE
beq fadeIN1
ldy #$7dfe
]lp lda [Debut],y
sta [Arrivee],y
dey
dey
bpl ]lp
fadeIN1 lda Debut
clc
adc #$7e00
sta Debut
lda Debut+2
adc #0
sta Debut+2
lda Arrivee
clc
adc #$7e00
sta Arrivee
lda Arrivee+2
adc #0
sta Arrivee+2
ldx #$000f
fadeIN2 ldy #$01fe
fadeIN3 lda [Arrivee],y
and #$000f
sta temp
lda [Debut],y
and #$000f
cmp temp
beq fadeIN4
lda [Arrivee],y
clc
adc #$0001
sta [Arrivee],y
fadeIN4 lda [Arrivee],y
and #$00f0
sta temp
lda [Debut],y
and #$00f0
cmp temp
beq fadeIN5
lda [Arrivee],y
clc
adc #$0010
sta [Arrivee],y
fadeIN5 lda [Arrivee],y
and #$0f00
sta temp
lda [Debut],y
and #$0f00
cmp temp
beq fadeIN6
lda [Arrivee],y
clc
adc #$0100
sta [Arrivee],y
fadeIN6 dey
dey
bpl fadeIN3
jsr nextVBL
dex
bpl fadeIN2
_ShowCursor
rts
*---
fadeOUT lda #$9e00
sta Debut
lda ptrSCREEN+2
sta Debut+2
_HideCursor
ldx #$000f
fadeOUT1 ldy #$01fe
fadeOUT2 lda [Debut],y
and #$000f
beq fadeOUT3
lda [Debut],y
sec
sbc #$0001
sta [Debut],y
fadeOUT3 lda [Debut],y
and #$00f0
beq fadeOUT4
lda [Debut],y
sec
sbc #$0010
sta [Debut],y
fadeOUT4 lda [Debut],y
and #$0f00
beq fadeOUT5
lda [Debut],y
sec
sbc #$0100
sta [Debut],y
fadeOUT5 dey
dey
bpl fadeOUT2
jsr nextVBL
dex
bpl fadeOUT1
_ShowCursor
* jmp noircit_ecran
rts
*----------------------------
* unpackLZ4
* Unpacks a LZ4 file
* Uses the two pointers:
* - ptrUNPACK: packed img (MUST BE AT $0000)
* - ptrIMAGE: temp unpack zone
*
* Entry:
* A: packed data size
*
* Exit:
* lenDATA: unpacked data size
*
*----------------------------
unpackLZ4 sta LZ4_Limit+1
* jsr suspendMUSIC
sep #$20
*--- Source
lda ptrUNPACK+2
sta LZ4_Literal_3+2
sta LZ4_ReadToken+3
sta LZ4_Match_1+3
sta LZ4_GetLength_1+3
*--- Destination
lda ptrIMAGE+2
sta LZ4_Literal_3+1
sta LZ4_Match_5+1
sta LZ4_Match_5+2
rep #$20
* REP #$30
* STY LZ4_Limit+1
*--
ldy #0 ; Init Target unpacked Data offset
ldx #16 ; Offset after header
LZ4_ReadToken LDAL $AA0000,X ; Read Token Byte
INX
STA LZ4_Match_2+1
*----------------
LZ4_Literal AND #$00F0 ; >>> Process Literal Bytes <<<
BEQ LZ4_Limit ; No Literal
CMP #$00F0
BNE LZ4_Literal_1
JSR LZ4_GetLengthLit ; Compute Literal Length with next bytes
BRA LZ4_Literal_2
LZ4_Literal_1 LSR ; Literal Length use the 4 bit
LSR
LSR
LSR
LZ4_Literal_2 DEC ; Copy A+1 Bytes
LZ4_Literal_3 MVN $AA,$BB ; Copy Literal Bytes from packed data buffer
PHK ; X and Y are auto incremented
PLB
*----------------
LZ4_Limit CPX #$AAAA ; End Of Packed Data buffer ?
BEQ LZ4_End
*----------------
LZ4_Match TYA ; >>> Process Match Bytes <<<
SEC
LZ4_Match_1 SBCL $AA0000,X ; Match Offset
INX
INX
STA LZ4_Match_4+1
LZ4_Match_2 LDA #$0000 ; Current Token Value
AND #$000F
CMP #$000F
BNE LZ4_Match_3
JSR LZ4_GetLengthMat ; Compute Match Length with next bytes
LZ4_Match_3 CLC
ADC #$0003 ; Minimum Match Length is 4 (-1 for the MVN)
PHX
LZ4_Match_4 LDX #$AAAA ; Match Byte Offset
LZ4_Match_5 MVN $BB,$BB ; Copy Match Bytes from unpacked data buffer
PHK ; X and Y are auto incremented
PLB
PLX
BRA LZ4_ReadToken
*----------------
LZ4_GetLengthLit LDA #$000F ; Compute Variable Length (Literal or Match)
LZ4_GetLengthMat STA LZ4_GetLength_2+1
LZ4_GetLength_1 LDAL $AA0000,X ; Read Length Byte
INX
AND #$00FF
CMP #$00FF
BNE LZ4_GetLength_3
CLC
LZ4_GetLength_2 ADC #$000F
STA LZ4_GetLength_2+1
BRA LZ4_GetLength_1
LZ4_GetLength_3 ADC LZ4_GetLength_2+1
RTS
*----------------
LZ4_End sty lenDATA ; Y = length of unpacked data
* jmp resumeMUSIC
*---
lenDATA ds 4
*-----------------------------------
* SAVE THE SHR SCREEN
*-----------------------------------
saveBACK _HideCursor
PushLong ptrSCREEN
PushLong ptrBACKGND
PushLong #32768
_BlockMove
_ShowCursor
rts
*-----------------------------------
* RESTORE THE SHR SCREEN
*-----------------------------------
loadBACK _HideCursor
PushLong ptrBACKGND
PushLong ptrSCREEN
PushLong #32768
_BlockMove
rts
*--- Genere un nombre aleatoire
Random
ldal $e0c02e
xba
clc
adc VBLCounter0
sta VBLCounter0
and #$ff
rts
VBLCounter0 ds 2
*----------------------------
* nowWAIT
* Wait A seconds
*
* Entry:
* A: nb of seconds to wait
*
* Exit:
* A/X: scrambled
*
*----------------------------
nowWAIT
dec
tax
lda #0
]lp clc
adc #60
cpx #0
beq nowWAIT1
dex
bra ]lp
nowWAIT1 pha
]lp ldal RDVBLBAR-1
bpl ]lp
]lp ldal RDVBLBAR-1
bmi ]lp
pla
dec
bne nowWAIT1
sec
rts
*----------------------------------------
* DATA
*----------------------------------------
*----------------------- Fenetres
wiMAIN ds 4
*----------------------- Memory manager
mainID ds 2 ; app ID
myID ds 2 ; user ID
myDP ds 2
SStopREC ds 4
ptrSCREEN adrl ptr012000 ; l'écran actif
ptrIMAGE ds 4 ; $0000: where a scene image is loaded
ptrBACKGND adrl $8000 ; $8000: where the screen is saved
ptrFOND ds 4 ; $0000: fond de jeu
ptrICONES adrl $8000 ; $0000: fond d'icônes du jeu
ptrUNPACK ds 4 ; $0000: where the background picture is laoded
ptrTEXTES ds 4 ; les pointeurs des textes
haBEAT ds 4
ptrBEAT ds 4
haSND1 ds 4
haSND2 ds 4
haSND3 ds 4
haSND4 ds 4
haSND5 ds 4
haSND6 ds 4
haSND7 ds 4
haSND8 ds 4
haSND9 ds 4
ptrSND1 ds 4
ptrSND2 ds 4
ptrSND3 ds 4
ptrSND4 ds 4
ptrSND5 ds 4
ptrSND6 ds 4
ptrSND7 ds 4
ptrSND8 ds 4
ptrSND9 ds 4
temp ds 2
saveLANGUAGE ds 2
*----------------------------------- Quickdraw II
palette320 dw $0000,$0777,$0841,$072C,$000F,$0080,$0F70,$0D00
dw $0FA9,$0FF0,$00E0,$04DF,$0DAF,$078F,$0CCC,$0FFF
palette640 dw $0000,$000F,$00F0,$0FFF,$0000,$000F,$0FF0,$0FFF
dw $0000,$0F00,$00F0,$0FFF,$0000,$000F,$0FF0,$0FFF
blackPATTERN ds 32,$00
ds 32,$11
ds 32,$22
ds 32,$33
ds 32,$44
ds 32,$55
ds 32,$66
ds 32,$77
ds 32,$88
ds 32,$99
ds 32,$aa
ds 32,$bb
ds 32,$cc
ds 32,$dd
ds 32,$ee
whitePATTERN ds 32,$ff
checkeredPATTERN
hex 0F0F0F0F
hex F0F0F0F0
hex 0F0F0F0F
hex F0F0F0F0
hex 0F0F0F0F
hex F0F0F0F0
hex 0F0F0F0F
hex F0F0F0F0
curPATTERN ds 32
curPENSIZE ds 4
*----------------------- Tool locator
verSTR1 str 'System 6.0.1 Required!'
verSTR2 str 'Press a key to quit'
fntSTR1 str 'Courier.10 font missing'
fntSTR2 str 'Please install it!'
pgmSTR1 str 'Data parsing error'
pgmSTR2 str 'Please report!'
tolSTR1 str 'Error while loading tools'
memSTR1 str 'Cannot allocate memory'
filSTR1 str 'Cannot load file'
errSTR1 str 'Quit'
errSTR2 str ''
errSTR3 str 'Continue'
*----------------------- Window manager
taskREC ds 2 ; wmWhat +0
taskMESSAGE ds 4 ; wmMessage +2
taskWHEN ds 4 ; wmWhen +6
taskWHERE ds 4 ; wmWhere +10
taskMODIFIERS ds 2 ; wmModifiers +14
taskDATA ds 4 ; wmTaskData +16
adrl $001fffff ; wmTaskMask +20
ds 4 ; wmLastClickTick +24
ds 2 ; wmClickCount +28
ds 4 ; wmTaskData2 +30
ds 4 ; wmTaskData3 +34
ds 4 ; wmTaskData4 +38
ds 4 ; wmLastClickPt +42
taskTBL da doNOT ; 0 Null
da doMOUSEDOWN ; 1 mouseDownEvt
da doNOT ; 2 mouseUpEvt
da doKEYDOWN ; 3 keyDownEvt
da doNOT
da doNOT ; 5 autoKeyEvt
da doNOT ; 6 updateEvt
da doNOT
da doNOT ; 8 activateEvt
da doNOT ; 9 switchEvt
da doNOT ; A deskAccEvt
da doNOT ; B driverEvt
da doNOT ; C app1Evt
da doNOT ; D app2Evt
da doNOT ; E app3Evt
da doNOT ; F app4Evt
da doNOT ; wInDesk
da doNOT ; wInMenuBar
da doNOT ; wCLickCalled
da doNOT ; wInContent - was doCONTENT
da doNOT ; wInDrag
da doNOT ; wInGrow
da doNOT ; wInGoAway
da doNOT ; wInZoom
da doNOT ; wInInfo
da doNOT ; wInSpecial
da doNOT ; wInDeskItem
da doNOT ; wInFrame
da doNOT ; wInactMenu
da doNOT ; wInClosedNDA
da doNOT ; wInCalledSysEdit
da doNOT ; wInTrackZoom
da doNOT ; wInHitFrame
da doNOT ; wInControl
da doNOT ; wInControlMenu
ctrlTBL da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
da doNOT
*----------------------------------------
* STD FILE
*----------------------------------------
*---
strLOADFILE str 'Charger quel jeu ?'
strSAVEFILE str 'Enregistrer sous...'
typeLIST hex 01
hex 5d ; Game/Edu files
replyPTR ds 2 ; 0 good
ds 2 ; 2 fileType
ds 2 ; 4 auxFileType
namePATH
hex 06 ; 6 fileName
namePATH1
asc 'Partie' ; 7 fileName (16 normally)
ds 9
loadPATH
ds 1 ; 22 fullPathname (string length)
loadPATH1
ds 129 ; 23 fullPathname (128 normally)
*----------------------------------------
* GS/OS
*----------------------------------------
loadFILE sta proOPEN+4 ; filename
sty proREAD+4 ; RAM pointer low
stx proREAD+6 ; RAM pointer high
loadFILE1 stz proERR
jsl GSOS
dw $2010
adrl proOPEN
bcs loadERR
lda proOPEN+2
sta proREAD+2
sta proCLOSE+2
lda proEOF
sta proREAD+8
lda proEOF+2
sta proREAD+10
jsl GSOS
dw $2012
adrl proREAD
bcs loadERR
loadFILE2 jsl GSOS
dw $2014
adrl proCLOSE
ldy proREAD+12 ; length read
ldx proREAD+14
clc
rts
loadERR sta proERR
jsr loadFILE2
ldy #0
tyx
sec
rts
*--- GS/OS data
proERR ds 2
*--- For the game party
proCREATEGAME
dw 7 ; pcount
adrl pGAME ; pathname
dw $c3 ; access_code
dw $5d ; file_type
adrl $8020 ; aux_type
ds 2 ; storage_type
ds 4 ; eof
ds 4 ; resource_eof
proDESTROYGAME
dw 1 ; pcount
adrl pGAME ; pathname
proOPENGAME
dw 2
ds 2
adrl pGAME
proREADGAME
dw 4 ; 0 - pcount
ds 2 ; 2 - ref_num
adrl pGAME ; 4 - data_buffer
ds 4 ; 8 - request_count
ds 4 ; C - transfer_count
proWRITEGAME
dw 5 ; 0 - pcount
ds 2 ; 2 - ref_num
adrl pGAME ; 4 - data_buffer (we are in same bank)
ds 4 ; 8 - request_count
ds 4 ; C - transfer_count
dw 1 ; cache_priority
*--- For the game images
proOPEN dw 12
ds 2
adrl pIMAGE
ds 2
ds 2
ds 2
ds 2
ds 4
ds 2
ds 8
ds 8
ds 4
proEOF ds 4
proREAD dw 4 ; 0 - nb parms
ds 2 ; 2 - file id
ds 4 ; 4 - pointer
ds 4 ; 8 - length
ds 4 ; C - length read
proCLOSE dw 1
ds 2
proQUIT dw 2 ; pcount
ds 4 ; pathname
ds 2 ; flags
proVERS dw 1 ; pcount
ds 2 ; version
*--- offset to image number is +19
*--- offset to language is +16
*--- offset to text number is +22
*--- offset to beat number is +22
*--- offset to sfxs number is +21
* 1 2 3
* 23456789012345678901234567890123456789
pIMAGE strl '1/data/images/PIC1.PIC'
pFOND strl '1/data/images/PIC10.PIC'
pICONES strl '1/data/images/PIC11.PIC'
pTXT strl '1/data/textes/fr/TEXTES'
pBEAT strl '1/data/musiques/BEAT1.SPL'
pSND strl '1/data/musiques/SND10.SND'
pGAME strl '0/ '
*----------------------------------------
* LES AUTRES FICHIERS
*----------------------------------------
put data.s
put game.s
*---
asc 0d
asc "----------------"0d
asc " "0d
asc " LA BELLE ZOHRA "0d
asc " "0d
asc " Antoine Vignau "0d
asc "Olivier Zardini"0d
asc " "0d
asc " Noel 2023 "0d
asc " "0d
asc "----------------"0d