mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-04 20:06:09 +00:00
790 lines
12 KiB
ArmAsm
790 lines
12 KiB
ArmAsm
; load/save menu
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; o/~ It's the Loading Screen o/~
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; FIXME: we can share some of the code here a bit more
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;=====================
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; load_menu
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;=====================
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load_menu:
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lda #0
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sta loadsave_smc1+1
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sta loadsave_smc2+1
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jmp common_menu
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;=====================
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; save_menu
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;=====================
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save_menu:
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lda #1
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sta loadsave_smc1+1
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sta loadsave_smc2+1
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jmp common_menu
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;=====================
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; common_menu
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;=====================
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common_menu:
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;============================
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; first read all three saves
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; updating the save info
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jsr update_save_info
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;============================
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; Next update the save message
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ldx #0
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lda #<(save_pts1+7)
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sta OUTL
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lda #>(save_pts1+7)
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sta OUTH
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update_save_loop:
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;======================
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; print points
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ldy #0
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sty usl_leading_zero_smc+1
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usl_hundreds:
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lda load_slot_pts_high,X ; get the points high
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beq usl_no_hundreds
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inc usl_leading_zero_smc+1
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clc
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adc #'0'+$80
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bne usl_print_hundreds ; bra
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usl_no_hundreds:
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lda #' '+$80
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usl_print_hundreds:
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sta (OUTL),Y
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iny
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usl_tens:
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lda load_slot_pts_low,X ; get the points low
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lsr
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lsr
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lsr
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lsr
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bne usl_go_tens
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usl_leading_zero_smc:
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cmp #0
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beq usl_no_tens
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usl_go_tens:
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adc #'0'+$80
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bne usl_print_tens ; bra
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usl_no_tens:
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lda #' '+$80
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usl_print_tens:
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sta (OUTL),Y
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iny
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usl_ones:
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lda load_slot_pts_low,X ; get the points low
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and #$f
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clc
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adc #'0'+$80
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sta (OUTL),Y
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; move to text line
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clc
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lda OUTL
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adc #8
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sta OUTL
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lda OUTH
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adc #0
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sta OUTH
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;========================
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; clear out the old name
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ldy #25
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lda #' '+$80
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save_memset:
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sta (OUTL),Y
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dey
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bpl save_memset
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;=========================
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; load the name
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ldy load_slot_levels,X ; get the level
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lda location_names_l,Y
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sta INL
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lda location_names_h,Y
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sta INH
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jsr strcat
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;==========================
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; move out pointer to next
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clc
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lda OUTL
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adc #35
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sta OUTL
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lda OUTH
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adc #0
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sta OUTH
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inx
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cpx #3
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bne update_save_loop
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lda #0
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sta INVENTORY_Y
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;=================
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; save bg
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lda #20
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sta BOX_Y1
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lda #135
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sta BOX_Y2
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jsr hgr_partial_save
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;====================
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; draw text box
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draw_loadsave_box:
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lda #0
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sta BOX_X1H
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lda #14
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sta BOX_X1L
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lda #20
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sta BOX_Y1
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lda #1
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sta BOX_X2H
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lda #5 ; ?
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sta BOX_X2L
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lda #135
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sta BOX_Y2
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jsr draw_box
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;===================
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; draw main text
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draw_loadsave_text:
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loadsave_smc1:
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lda #0
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bne do_save_message
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do_load_message:
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; load message
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lda #<load_message
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sta OUTL
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lda #>load_message
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jmp loadsave_ready
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do_save_message:
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; save message
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lda #<save_message
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sta OUTL
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lda #>save_message
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loadsave_ready:
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sta OUTH
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jsr disp_put_string
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lda #<save_details
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sta OUTL
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lda #>save_details
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sta OUTH
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jsr disp_put_string
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;======================
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; draw highlighted text
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;======================
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lda #<save_titles
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sta OUTL
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lda #>save_titles
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sta OUTH
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jsr disp_put_string
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jsr disp_put_string
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jsr disp_put_string
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jsr disp_put_string
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ldy #0
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jsr overwrite_entry_ls
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;===========================
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; handle inventory keypress
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;===========================
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handle_loadsave_keypress:
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lda KEYPRESS
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bpl handle_loadsave_keypress ; no keypress
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bit KEYRESET ; clear keyboard strobe
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pha
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;=================
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; erase old
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ldy INVENTORY_Y
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jsr overwrite_entry_ls
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pla
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and #$7f ; clear top bit
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cmp #27
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beq urgh_done_ls ; ESCAPE
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cmp #$7f
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bne ls_check_down ; DELETE
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urgh_done_ls:
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jmp done_ls_keypress
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ls_check_down:
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and #$5F ; make uppercase
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cmp #$0A
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beq ls_handle_down
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cmp #'S'
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bne ls_check_up
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ls_handle_down:
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ldx INVENTORY_Y
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cpx #3
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beq ls_down_wrap
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inx
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jmp ls_down_done
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ls_down_wrap:
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ldx #0
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ls_down_done:
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stx INVENTORY_Y
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jmp ls_done_moving
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ls_check_up:
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cmp #$0B
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beq ls_handle_up
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cmp #'W'
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bne ls_check_return
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ls_handle_up:
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ldx INVENTORY_Y
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beq ls_up_wrap
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dex
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jmp ls_up_done
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ls_up_wrap:
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ldx #3
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ls_up_done:
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stx INVENTORY_Y
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jmp ls_done_moving
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ls_check_return:
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cmp #13
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beq ls_return
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cmp #' '
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bne ls_done_moving
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ls_return:
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ldy INVENTORY_Y
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cpy #3
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bne do_actual_load
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; back was hit
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rts
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do_actual_load:
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loadsave_smc2:
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lda #0
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bne go_for_save
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go_for_load:
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jmp load_game
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go_for_save:
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jmp save_game
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ls_done_moving:
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;================
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; draw new
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ldy INVENTORY_Y
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jsr overwrite_entry_ls
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;================
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; repeat
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jmp handle_loadsave_keypress
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done_ls_keypress:
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rts
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;======================
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; text
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;======================
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; it's a save game menu
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; SAVE 1 ?? 115 PTS
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; ?? Cliff base
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;
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; SAVE 2 ?? 133 PTS
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; ?? Trogdor's outer sanctum
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;
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; SAVE 3 ?? 34 PTS
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; ?? That hay bale
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;
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; BACK
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load_message:
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.byte 10,28
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.byte "it's a load game menu",0
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save_message:
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.byte 10,28
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.byte "it's a save game menu",0
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save_details:
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.byte 10,44
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save_pts1:
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.byte " 115 PTS",13
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save_name1:
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.byte "Cliff base ",13
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.byte 13
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.byte " 133 PTS",13
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save_name2:
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.byte "Trogdor's outer sanctum ",13
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.byte 13
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.byte " 34 PTS",13
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save_name3:
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.byte "That hay bale ",13
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.byte 0
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save_titles:
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.byte 6,44, "SLOT 1",0
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.byte 6,68, "SLOT 2",0
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.byte 6,92, "SLOT 3",0
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.byte 6,116,"BACK",0
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;========================
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; overwrite entry_ls
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;========================
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; Y = which
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overwrite_entry_ls:
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lda invert_smc1+1
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eor #$7f
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sta invert_smc1+1
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lda #6
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sta CURSOR_X
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; y=44+(3*Y)*8
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sty CURSOR_Y
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tya
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asl
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clc
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adc CURSOR_Y
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asl
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asl
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asl
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adc #44
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sta CURSOR_Y
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ldx #6 ; assume 6 chars wide
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overwrite_loop_ls:
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txa
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pha
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lda #$20
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jsr hgr_put_char_cursor
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inc CURSOR_X
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pla
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tax
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dex
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bne overwrite_loop_ls
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lda invert_smc1+1
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eor #$7f
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sta invert_smc1+1
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rts
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;===================================
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;===================================
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; load the game
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;===================================
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;===================================
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load_game:
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; print are you sure message
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jsr confirm_action
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bcs done_load
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; actually load it
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lda INVENTORY_Y
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clc
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adc #LOAD_SAVE1
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sta WHICH_LOAD
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jsr load_file
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; copy to zero page
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ldx #0
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load_loop:
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lda $BC00,X
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sta WHICH_LOAD,X
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inx
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cpx #(END_OF_SAVE-WHICH_LOAD+1)
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bne load_loop
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lda #$1 ; 1 means exit to loader?
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sta GAME_OVER
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done_load:
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rts
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;===================================
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;===================================
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; save the game
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;===================================
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;===================================
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save_game:
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; print are you sure message
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jsr confirm_action
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bcs done_save
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; put which save into A
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lda INVENTORY_Y
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pha ; save slot for later on stack
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; clc
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; adc #LOAD_SAVE1
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; sta WHICH_LOAD ; get proper WHICH_LOAD value
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;========================
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; actually save
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actually_save:
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;===============================
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; first load something from
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; disk1/track0 to seek the head there
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lda WHICH_LOAD ; save this value as we
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; destroy it for load
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pha
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lda #LOAD_SAVE1 ; use SAVE1 as it's on track 0
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sta WHICH_LOAD
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jsr load_file
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pla
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sta WHICH_LOAD
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; copy save data to $BC00
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ldx #0
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copy_loop:
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lda WHICH_LOAD,X
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sta $BC00,X
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inx
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cpx #(END_OF_SAVE-WHICH_LOAD+1)
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bne copy_loop
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; spin up disk
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jsr driveon
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; actually save it
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pla
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clc
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adc #11
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sta requested_sector+1
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jsr sector_write
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jsr driveoff
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done_save:
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lda #$FF ; reload level as we scrawled on $2000
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sta GAME_OVER
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rts
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;=======================================
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; confirm action
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;=======================================
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; call with first message in OUTL/OUTH
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; return: carry set if skipping
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confirm_action:
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bit KEYRESET ; clear keyboard buffer
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;===============================
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; print "are you sure" message
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lda #<are_you_sure
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sta OUTL
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lda #>are_you_sure
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sta OUTH
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jsr hgr_text_box_nosave
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wait_confirmation:
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lda KEYPRESS
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bpl wait_confirmation
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bit KEYRESET ; clear keypress
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and #$5F ; clear high-bit, make uppercase
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cmp #'Y'
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bne dont_do_it
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clc
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rts
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dont_do_it:
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sec
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rts
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are_you_sure:
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.byte 0,43,40, 0,240,90
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.byte 10,61
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.byte "ARE YOU SURE? (Y/N)",0
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;=========================
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; update save info
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;=========================
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update_save_info:
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lda WHICH_LOAD
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pha
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ldx #0
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update_save_info_loop:
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clc
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txa
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pha
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adc #LOAD_SAVE1
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sta WHICH_LOAD
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jsr load_file
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pla
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tax
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lda $BC06 ; MAP_LOCATION
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sta load_slot_levels,X
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lda $BC0E ; SCORE_HUNDREDS
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sta load_slot_pts_high,X
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lda $BC0F ; SCORE_HUNDREDS
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sta load_slot_pts_low,X
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inx
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cpx #3
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bne update_save_info_loop
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pla
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sta WHICH_LOAD
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rts
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load_slot_levels:
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.byte LOCATION_EMPTY ; location
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.byte LOCATION_WAVY_TREE ; location
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.byte LOCATION_TROGDOR_LAIR ; location
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load_slot_pts_high:
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.byte $0 ; points_high
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.byte $0 ; points_high
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.byte $1 ; points_high
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load_slot_pts_low:
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.byte $00 ; points_low
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.byte $45 ; points_low
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.byte $10 ; points_low
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location_names_l:
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.byte <lname_poor_gary
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.byte <lname_kerrek_1
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.byte <lname_old_well
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.byte <lname_yellow_tree
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.byte <lname_waterfall
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.byte <lname_hay_bale
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.byte <lname_mud_puddle
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.byte <lname_archery
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.byte <lname_river_stone
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.byte <lname_mountain_pass
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.byte <lname_jhonka_cave
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.byte <lname_your_cottage
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.byte <lname_lake_west
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.byte <lname_lake_east
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.byte <lname_outside_inn
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.byte <lname_outside_nn
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.byte <lname_wavy_tree
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.byte <lname_kerrek_2
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.byte <lname_outside_lady
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.byte <lname_burn_tree
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.byte <lname_hidden_glen
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.byte <lname_cliff_base
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.byte <lname_cliffland_heights
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.byte <lname_trogdor_outer
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|
.byte <lname_trogdor_posh
|
|
.byte <lname_inside_lady
|
|
.byte <lname_inside_inn
|
|
.byte <lname_inside_nn
|
|
.byte <lname_empty
|
|
|
|
location_names_h:
|
|
.byte >lname_poor_gary
|
|
.byte >lname_kerrek_1
|
|
.byte >lname_old_well
|
|
.byte >lname_yellow_tree
|
|
.byte >lname_waterfall
|
|
.byte >lname_hay_bale
|
|
.byte >lname_mud_puddle
|
|
.byte >lname_archery
|
|
.byte >lname_river_stone
|
|
.byte >lname_mountain_pass
|
|
.byte >lname_jhonka_cave
|
|
.byte >lname_your_cottage
|
|
.byte >lname_lake_west
|
|
.byte >lname_lake_east
|
|
.byte >lname_outside_inn
|
|
.byte >lname_outside_nn
|
|
.byte >lname_wavy_tree
|
|
.byte >lname_kerrek_2
|
|
.byte >lname_outside_lady
|
|
.byte >lname_burn_tree
|
|
.byte >lname_hidden_glen
|
|
.byte >lname_cliff_base
|
|
.byte >lname_cliffland_heights
|
|
.byte >lname_trogdor_outer
|
|
.byte >lname_trogdor_posh
|
|
.byte >lname_inside_lady
|
|
.byte >lname_inside_inn
|
|
.byte >lname_inside_nn
|
|
.byte >lname_empty
|
|
|
|
|
|
location_names:
|
|
lname_poor_gary: .byte "Poor Gary's Glen",0 ; A1 LOCATION_POOR_GARY
|
|
lname_kerrek_1: .byte "Kerrek Tracks 1",0 ; B1 LOCATION_KERREK_1
|
|
lname_old_well: .byte "Old Well",0 ; C1 LOCATION_OLD_WELL
|
|
lname_yellow_tree: .byte "Yellow Tree",0 ; D1 LOCATION_YELLOW_TREE
|
|
lname_waterfall: .byte "Waterfall",0 ; E1 LOCATION_WATERFALL
|
|
lname_hay_bale: .byte "That Hay Bale",0 ; A2 LOCATION_HAY_BALE
|
|
lname_mud_puddle: .byte "That Mud Puddle",0 ; B2 LOCATION_MUD_PUDDLE
|
|
lname_archery: .byte "Archery Range",0 ; C2 LOCATION_ARCHERY
|
|
lname_river_stone: .byte "River and Stone",0 ; D2 LOCATION_RIVER_STONE
|
|
lname_mountain_pass: .byte "Mountain Pass",0 ; E2 LOCATION_MOUNTAIN_PASS
|
|
lname_jhonka_cave: .byte "Jhonka's Cave",0 ; A3 LOCATION_JHONKA_CAVE
|
|
lname_your_cottage: .byte "Your Burninated Cottage",0 ; B3 LOCATION_YOUR_COTTAGE
|
|
lname_lake_west: .byte "Pebble Lake West",0 ; C3 LOCATION_LAKE_WEST
|
|
lname_lake_east: .byte "Pebble Lake East",0 ; D3 LOCATION_LAKE_EAST
|
|
lname_outside_inn: .byte "Outside Giant Inn",0 ; E3 LOCATION_OUTSIDE_INN
|
|
lname_outside_nn: .byte "Outside Mysterious Cottage",0 ; A4 LOCATION_OUTSIDE_NN
|
|
lname_wavy_tree: .byte "Wavy Tree",0 ; B4 LOCATION_WAVY_TREE
|
|
lname_kerrek_2: .byte "Kerrek Tracks 2",0 ; C4 LOCATION_KERREK_2
|
|
lname_outside_lady: .byte "Outside Baby Lady Cottage",0 ; D4 LOCATION_OUTSIDE_LADY
|
|
lname_burn_tree: .byte "Burninated Trees",0 ; E4 LOCATION_BURN_TREES
|
|
|
|
lname_hidden_glen: .byte "Hidden Glen",0 ; LOCATION_HIDDEN_GLEN
|
|
lname_cliff_base: .byte "Cliff Base",0 ; LOCATION_CLIFF_BASE
|
|
lname_cliffland_heights:.byte "Cliffland Heights",0 ; LOCATION_CLIFF_HEIGHTS
|
|
lname_trogdor_outer: .byte "Trogdor's Outer Sanctum",0 ; LOCATION_TROGDOR_OUTER
|
|
lname_trogdor_posh: .byte "Trogdor's Posh Lair",0 ; LOCATION_TROGDOR_LAIR
|
|
|
|
lname_inside_lady: .byte "Inside Baby Lady Cottage",0 ; LOCATION_INSIDE_LADY
|
|
lname_inside_inn: .byte "Inside Giant Inn",0 ; LOCATION_INSIDE_INN
|
|
lname_inside_nn: .byte "Inside Mysterious Cottage",0 ; LOCATION_INSIDE_NN
|
|
|
|
lname_empty: .byte "Empty",0
|
|
location_names_end:
|
|
|
|
|
|
;===================
|
|
; strcat
|
|
;===================
|
|
; input in INL
|
|
; output in OUTL
|
|
strcat:
|
|
ldy #0
|
|
strcat_loop:
|
|
lda (INL),Y
|
|
beq strcat_done
|
|
sta (OUTL),Y
|
|
iny
|
|
jmp strcat_loop
|
|
strcat_done:
|
|
rts
|