dos33fsprogs/games/sb/title.s
2024-09-30 00:13:51 -04:00

322 lines
4.7 KiB
ArmAsm

; Yet Another HR project
;
; by deater (Vince Weaver) <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
div7_table = $9C00
mod7_table = $9D00
hposn_high = $9E00
hposn_low = $9F00
hires_start:
;===================
; set graphics mode
;===================
jsr HOME
jsr HGR
bit FULLGR
lda #0
sta DRAW_PAGE
;====================
; set up tables
;====================
lda #$20
sta HGR_PAGE
jsr hgr_make_tables
;=========================================
; detect if we have a language card (64k)
; and load sound into it if possible
;===================================
lda #0
sta SOUND_STATUS ; clear out, sound enabled
jsr detect_language_card
bcs no_language_card
yes_language_card:
; update sound status
lda SOUND_STATUS
ora #SOUND_IN_LC
sta SOUND_STATUS
;==================================
; load sound into the language card
; into $D000 set 1
;==================================
; read/write RAM, use $d000 bank1
bit $C083
bit $C083
lda #<purple_data
sta ZX0_src
lda #>purple_data
sta ZX0_src+1
lda #$D0 ; decompress to $D000
jsr full_decomp
; read ROM/no-write
bit $C082
no_language_card:
;====================
; see if skipping
;====================
lda NOT_FIRST_TIME
bne load_title_image
;===================
;===================
; scroll the logo
;===================
;===================
scroll_logo:
;===================
; decomress to $a000
; size in ldsizeh:ldsizel (f1/f0)
lda #<vid_top
sta ZX0_src
lda #>vid_top
sta ZX0_src+1
lda #$40
jsr full_decomp
;======================
; scroll up vertically
;======================
jsr hgr_logo_vscroll
;===================
; Do Title Screen
;===================
load_loop:
;==========================
; Load Title Image
;===========================
load_title_image:
; size in ldsizeh:ldsizel (f1/f0)
lda #<title_data
sta ZX0_src
lda #>title_data
sta ZX0_src+1
lda #$20
jsr full_decomp
lda #0
sta MENU_ITEM
;==========================
; Play sound
;===========================
lda NOT_FIRST_TIME
bne skip_purple
say_purple:
jsr play_purple
skip_purple:
;==========================
; Update purple sprite
;===========================
lda #<purple_sprite
sta INL
lda #>purple_sprite
sta INH
lda #(175/7)
sta SPRITE_X
lda #83
sta SPRITE_Y
jsr hgr_draw_sprite
lda #1
sta NOT_FIRST_TIME
main_loop:
;==========================
; Draw arrow
;===========================
draw_arrow:
ldx MENU_ITEM
stx OLD_MENU_ITEM
lda #<arrow_sprite
sta INL
lda #>arrow_sprite
sta INH
lda #(105/7)
sta SPRITE_X
lda arrow_y,X
sta SPRITE_Y
jsr hgr_draw_sprite
wait_until_keypress:
lda KEYPRESS ; 4
bpl wait_until_keypress ; 3
bit KEYRESET ; clear the keyboard buffer
and #$7f
;=========================
; see if number pressed
cmp #27
beq load_loop
cmp #'8'
beq draw_edga_jr
cmp #'1'
bcc done_check_number ; blt
cmp #'8'
bcs done_check_number ; bge
; was a number
and #$f
sta MENU_ITEM
bne load_new_program
done_check_number:
cmp #' '
beq load_from_arrow
cmp #13
beq load_from_arrow
cmp #'P'
beq say_purple
cmp #8 ; left
beq arrow_up
cmp #$15
beq arrow_down ; right
cmp #$0B
beq arrow_up ; up
cmp #$0A
beq arrow_down ; down
done_arrow:
jmp wait_until_keypress
arrow_up:
lda MENU_ITEM
beq done_arrow
dec MENU_ITEM
jmp move_arrow
arrow_down:
lda MENU_ITEM
cmp #6 ; 0 indexed
bcs done_arrow
inc MENU_ITEM
move_arrow:
; erase arrow
ldx OLD_MENU_ITEM
lda #<empty_sprite
sta INL
lda #>empty_sprite
sta INH
lda #(105/7)
sta SPRITE_X
lda arrow_y,X
sta SPRITE_Y
jsr hgr_draw_sprite
jmp draw_arrow
draw_edga_jr:
lda #<edga_jr_sprite
sta INL
lda #>edga_jr_sprite
sta INH
lda #(105/7)
sta SPRITE_X
lda #0
sta SPRITE_Y
jsr hgr_draw_sprite_big
jmp draw_arrow
load_from_arrow:
inc MENU_ITEM ; it's zero indexed
load_new_program:
lda #<loading_data
sta ZX0_src
lda #>loading_data
sta ZX0_src+1
lda #$20 ; decompress to hgr page1
jsr full_decomp
lda MENU_ITEM
sta WHICH_LOAD
rts
.include "zx02_optim.s"
.include "hgr_tables.s"
.include "hgr_logo_scroll.s"
.include "audio.s"
.include "play_purple.s"
.include "lc_detect.s"
.include "title_graphics/title_sprites.inc"
.include "hgr_sprite.s"
.include "hgr_sprite_big.s"
title_data:
.incbin "title_graphics/czmg4ap_title.hgr.zx02"
vid_top:
.incbin "title_graphics/videlectrix_top.hgr.zx02"
loading_data:
.incbin "title_graphics/the_cheat_loading.hgr.zx02"
purple_data:
.incbin "title_sound/purple.btc.zx02"
; offsets of arrow
arrow_y:
.byte 111,121,131,141,151,161,171