dos33fsprogs/games/riven_hgr/title.s
2024-08-25 20:35:28 -04:00

686 lines
10 KiB
ArmAsm

; Riven HGR Title Screen
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "qload.inc"
.if DISK=00
.include "disk00_files/disk00_defines.inc"
.endif
.if DISK=01
.include "disk01_files/disk01_defines.inc"
.endif
.if DISK=02
.include "disk02_files/disk02_defines.inc"
.endif
.if DISK=03
.include "disk03_files/disk03_defines.inc"
.endif
.if DISK=04
.include "disk04_files/disk04_defines.inc"
.endif
.if DISK=05
.include "disk05_files/disk05_defines.inc"
.endif
.if DISK=06
.include "disk06_files/disk06_defines.inc"
.endif
.if DISK=10
.include "disk10_files/disk10_defines.inc"
.endif
.if DISK=16
.include "disk16_files/disk16_defines.inc"
.endif
.if DISK=38
.include "disk38_files/disk38_defines.inc"
.endif
.if DISK=39
.include "disk39_files/disk39_defines.inc"
.endif
.if DISK=40
.include "disk40_files/disk40_defines.inc"
.endif
.if DISK=41
.include "disk41_files/disk41_defines.inc"
.endif
.if DISK=43
.include "disk43_files/disk43_defines.inc"
.endif
.if DISK=44
.include "disk44_files/disk44_defines.inc"
.endif
.if DISK=50
.include "disk50_files/disk50_defines.inc"
.endif
.if DISK=60
.include "disk60_files/disk60_defines.inc"
.endif
riven_title:
;===================
; init screen
;===================
jsr TEXT
jsr HOME
bit KEYRESET
; set disk# (DISK provided at compile time)
lda #48+(DISK/10)
sta title_text+28
lda #48+(DISK-((DISK/10)*10))
sta title_text+29
; setup text screen
lda #0
sta DRAW_PAGE
; print non-inverse
jsr set_normal
; print the title screen text
lda #<title_text
sta OUTL
lda #>title_text
sta OUTH
jsr move_and_print_list
;===================
; detect hardware
jsr hardware_detect
;=============================
; set up model string to print
lda #<model_string
sta OUTL
lda #>model_string
sta OUTH
lda APPLEII_MODEL
sta model_string+19
; special case IIgs, need to print two characters
cmp #'g'
bne go_print
lda #'s'
sta model_string+20
go_print:
jsr move_and_print
;===========================
; patch lowercase printing
;===========================
; urgh, II,+ patch, e/c/gs no? there are other
; corner cases we're going to miss here
lda APPLEII_MODEL
cmp #'+'
beq patch_uppercase
cmp #' '
beq patch_uppercase
non_ii_or_iiplus:
sta $C00F ; ALTCHR, allow lowercase inverse
; lda #$7f
; sta set_inverse+1
jmp no_patch_uppercase
patch_uppercase:
jsr force_uppercase
no_patch_uppercase:
;==========================
; wait a bit
;==========================
ldx #50
jsr wait_a_bit
;==========================
; start graphics
;==========================
bit SET_GR
bit PAGE1
bit HIRES
bit FULLGR
;===================
; machine workarounds
;===================
; mostly IIgs
;===================
; thanks to 4am who provided this code from Total Replay
lda ROM_MACHINEID
cmp #$06
bne not_a_iigs
sec
jsr $FE1F ; check for IIgs
bcs not_a_iigs
; gr/text page2 handling broken on early IIgs models
; this enables the workaround
jsr ROM_TEXT2COPY ; set alternate display mode on IIgs
cli ; enable VBL interrupts
; also set background color to black instead of blue
lda NEWVIDEO
and #%00011111 ; bit 7 = 0 -> IIgs Apple II-compat video modes
; bit 6 = 0 -> IIgs 128K memory map same as IIe
; bit 5 = 0 -> IIgs DHGR is color, not mono
; bits 0-4 unchanged
sta NEWVIDEO
lda #$F0
sta TBCOLOR ; white text on black background
lda #$00
sta CLOCKCTL ; black border
sta CLOCKCTL ; set twice for VidHD
not_a_iigs:
;===================
; Load title graphic
;===================
reload_everything:
lda #<riven_title_image
sta ZX0_src
lda #>riven_title_image
sta ZX0_src+1
lda #$20 ; decompress to hgr page1
jsr full_decomp
;===================================
; detect if we have a language card
; we will use it for sound later if detected
;===================================
lda #0
sta SOUND_STATUS ; clear out, sound enabled
jsr detect_language_card
bcs no_language_card
; update sound status
lda SOUND_STATUS
ora #SOUND_IN_LC
sta SOUND_STATUS
no_language_card:
; currently no music so no need for Mockingboard code
;===================================
; Setup Mockingboard
;===================================
; lda #0
; sta DONE_PLAYING
; sta LOOP
; detect mockingboard
; jsr mockingboard_detect
; bcc mockingboard_notfound
mockingboard_found:
;; jsr mockingboard_patch ; patch to work in slots other than 4?
; lda SOUND_STATUS
; ora #SOUND_MOCKINGBOARD
; sta SOUND_STATUS
;=======================
; Set up 50Hz interrupt
;========================
; jsr mockingboard_init
; jsr mockingboard_setup_interrupt
;============================
; Init the Mockingboard
;============================
; jsr reset_ay_both
; jsr clear_ay_both
;==================
; init song
;==================
; jsr pt3_init_song
; jmp done_setup_sound
mockingboard_notfound:
done_setup_sound:
;===================================
; init
;===================================
; we currently don't do this as we were over-writing
; things that shouldn't. It is living dangerously
; not clearing things out though
; clear out zero page values to 0
; clear everything from $80 .. $A0?
; lda #0
; ldx #$20
;clear_loop:
; sta $80,X
; dex
; bpl clear_loop
lda #0
sta LEVEL_OVER
sta STATE_MAGLEV ; init maglevs
sta STATE_DOORS ; reset doors
sta STATE_SWITCHES ; reset switches
sta STATE_EVENTS ; reset events
sta ROOM_ROTATION ; reset room rotation
; sta JOYSTICK_ENABLED
; init hi-res graphics
lda #$20
sta HGR_PAGE
jsr hgr_make_tables
; initial cursor location
lda #20
sta CURSOR_X
sta CURSOR_Y
;===================================
; Wait a bit
;===================================
; wait a bit at LOAD screen
ldx #100
jsr wait_a_bit
;=============================
; show menu
;=============================
jsr clear_bottom
bit TEXTGR
; print text
lda #<menu_text
sta OUTL
lda #>menu_text
sta OUTH
jsr move_and_print_list
lda #0
sta COUNT
pointer_loop:
lda COUNT
bne show_pointer2
show_pointer1:
; show pointer
lda #<menu_pointer1
sta OUTL
lda #>menu_pointer1
jmp show_pointer_common
show_pointer2:
; show pointer
lda #<menu_pointer2
sta OUTL
lda #>menu_pointer2
show_pointer_common:
sta OUTH
; print the text
jsr move_and_print_list
pointer_keyloop:
lda KEYPRESS
bpl pointer_keyloop
cmp #$8d
beq done_pointer_loop
lda COUNT
eor #$1
sta COUNT
bit KEYRESET
jmp pointer_loop
done_pointer_loop:
lda COUNT
bne game_continue
;==========================
; new game
; start with disk0, the intro
; should clear out variables too in case
; we ever implement save game support
game_new:
; there must be a way to do this better, but for now waste
; a disk change slot on each disk with the opener
lda #$E0|5
sta LEVEL_OVER
rts
game_continue:
.if DISK=00
; start at arrival
lda #LOAD_START
sta WHICH_LOAD
lda #0
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
.endif
.if DISK=01
lda #LOAD_ARRIVAL
sta WHICH_LOAD ; assume new game (dome island)
lda #RIVEN_ARRIVAL
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
.endif
.if DISK=02
lda #LOAD_STEPS1
sta WHICH_LOAD
lda #RIVEN_STEPS1
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
.endif
.if DISK=03
lda #LOAD_DSTEPS1
sta WHICH_LOAD
lda #RIVEN_DOWN1
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
.endif
.if DISK=04
lda #LOAD_BRIDGE1
sta WHICH_LOAD
lda #RIVEN_BRIDGE1
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
.endif
.if DISK=05
lda #LOAD_CHAIR
sta WHICH_LOAD
lda #RIVEN_ENTRANCE
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
.endif
.if DISK=06
lda #LOAD_ATRUS_JOURNAL
sta WHICH_LOAD
lda #RIVEN_JOURNAL
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
.endif
.if DISK=10
lda #LOAD_15
sta WHICH_LOAD
lda #RIVEN_15
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
.endif
.if DISK=16
lda #LOAD_DOME_BRIDGE
sta WHICH_LOAD
lda #RIVEN_DOME_BRIDGE
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
.endif
.if DISK=38
lda #LOAD_PROJECTOR
sta WHICH_LOAD
lda #RIVEN_PROJECTOR
sta LOCATION
lda #DIRECTION_S
sta DIRECTION
; DEBUG -- doors open when start on this disk
lda STATE_DOORS
ora #TEMPLE_DOOR
sta STATE_DOORS
.endif
.if DISK=39
lda #LOAD_OUTSIDE
sta WHICH_LOAD ; assume new game (dome island)
lda #RIVEN_MAGLEV1
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
.endif
.if DISK=40
lda #LOAD_MAGLEV
sta WHICH_LOAD ; sitting in maglev
lda #RIVEN_INSEAT
sta LOCATION
lda #DIRECTION_W
sta DIRECTION
.endif
.if DISK=41
lda #LOAD_TUNNEL2
sta WHICH_LOAD ; south in tunnel
lda #RIVEN_TUNNEL5
sta LOCATION
lda #DIRECTION_S
sta DIRECTION
.endif
.if DISK=43
lda #LOAD_BRIDGE
sta WHICH_LOAD
lda #RIVEN_MID_BRIDGE
sta LOCATION
lda #DIRECTION_W
sta DIRECTION
.endif
.if DISK=44
lda #LOAD_PATH
sta WHICH_LOAD
lda #RIVEN_PATH
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
.endif
.if DISK=50
lda #LOAD_CHIPPER
sta WHICH_LOAD
lda #RIVEN_CHIPPER
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
.endif
.if DISK=60
lda #LOAD_SPIRES
sta WHICH_LOAD
lda #RIVEN_SPIRES
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
.endif
rts
;==========================
; includes
;==========================
.include "hgr_tables.s"
.include "hardware_detect.s"
.include "lc_detect.s"
model_string:
.byte 0,23,"DETECTED APPLE II",0,0,0
riven_title_image:
.incbin "graphics_title/riven_title.hgr.zx02"
;01234567890123456789012345678901234567890
title_text:
.byte 0, 0,"LOADING RIVEN SUBSET DISK 00 V0.11",0
;
;
;
.byte 0, 3,"CREDITS:",0
.byte 0, 4,"+ APPLE II PORT: VINCE 'DEATER' WEAVER",0
.byte 0, 5,"+ DISK CODE : QKUMBA",0
.byte 0, 6,"+ ZX02 CODE : DMSC",0
.byte 0, 7,"+ IIPIX : K. KENNAWAY",0
.byte 0, 8,"+ SOUND : O. SCHMIDT",0
.byte 12,10,"** DISCLAIMER **",0
.byte 0,12,"THIS PRODUCT CONTAINS TRADEMARKS AND/OR",0
.byte 7,13,"COPYRIGHTED WORKS OF CYAN.",0
.byte 6,14,"ALL RIGHTS RESERVED BY CYAN.",0
.byte 0,15,"THIS PRODUCT IS NOT OFFICIAL AND IS NOT",0
.byte 11,16,"ENDORSED BY CYAN.",0
;
.byte 8,18, "______",0
.byte 6,19, "A \/\/\/ SOFTWARE PRODUCTION",0
;
.byte 3,21, "HTTP://WWW.DEATER.NET/WEAVE/VMWPROD",0,$FF
menu_text:
.byte 10,21,"NEW GAME (SHOW INTRO)",0
.byte 10,22,"CONTINUE GAME FROM THIS DISK",0,$FF
menu_pointer1:
.byte 4,21,"---> ",0
.byte 4,22," ",0,$FF
menu_pointer2:
.byte 4,21," ",0
.byte 4,22,"---> ",0,$FF