This commit is contained in:
4am 2019-01-14 19:06:58 -05:00
parent 07b2eef1a5
commit 1552275076
7 changed files with 694 additions and 649 deletions

View File

@ -51,7 +51,11 @@ Main
; these routines will only be called after relocating to language card
!source "src/ui.search.mode.a"
!source "src/ui.attract.mode.a"
!source "src/ui.attract.hgr.a"
!source "src/ui.attract.dhgr.a"
!source "src/ui.attract.shr.a"
!source "src/prodos.path.a"
!source "src/glue.launch.a"
!source "src/glue.prorwts2.a"
!source "src/okvs.a"
!source "src/wait.a"

View File

@ -35,3 +35,6 @@ gKeyLen = $1F00 ; used by ParseGamesList
gKey = $1F01
gValLen = $1F80
gVal = $1F81
; actual constants
SUPPORTS_SHR = %00110000 ; AND mask for MachineStatus

166
src/glue.launch.a Normal file
View File

@ -0,0 +1,166 @@
;license:MIT
;(c) 2018 by 4am
;
; Functions to launch games and self-running demos
;
; Public functions
; - Launch
;
; Public variables
; - gCurrentAttractIndex ; [byte] numeric index in gAttractModeStore of current Mega-Attract Module
; - gCurrentlyVisibleSlideshowIndex ; [byte] numeric index in gSlideshowStore of currently visible slideshow picture
; (only valid during slideshows, not updated once a key is pressed)
Play
jsr LoadFile ; load attract-mode configuration file at $8000
!word kAttractModeConfFile
jsr ParseKeyValueList ; parse attract-mode configuration into OKVS data structure at $6000
!word gAttractModeStore
!word ldrlo2 ; (ldrlo2) points to last load address, so $8000
!byte 0
jsr okvs_nth ; get filename of current attract-mode module
!word gAttractModeStore
gCurrentAttractIndex
!byte $FD ; set in AttractMode
+STAY @key
jsr okvs_get
!word gAttractModeStore
@key !word $FDFD ; SMC
+STAY PTR
ldy #1
lda (PTR),y
and #$0F
bne @playFromSlideshow
; we reached here by pressing <RETURN> during a self-running demo,
; which means that @key points to the filename of the game we want to play
+LDAY @key
jmp Go
@playFromSlideshow
; we reached here by pressing <RETURN> during a slideshow
; gSlideshowStore is still in memory, and gCurrentlyVisibleSlideshowIndex
; is the index into gSlideshowStore of the picture that is being displayed
jsr okvs_nth
!word gSlideshowStore
gCurrentlyVisibleSlideshowIndex
!byte $FD ; set in HGRTitleCallback, HGRActionCallback, DHGRTitleCallback
+STAY @sskey
+STAY @sskey2
jsr okvs_get
!word gGamesListStore
@sskey !word $FDFD ; SMC
bcs +
+LDAY @sskey
jmp Go
+
; if the key is not found, try getting the value of the current record
; from gSlideshowStore and using that instead
; (some games have multiple action screenshots, value points to the key in gGamesListStore)
jsr okvs_get
!word gSlideshowStore
@sskey2 !word $FDFD ; SMC
bcc Go
rts
Go
+STAY PTR
bit $C010 ; forget the key that was pressed
ldx #1
sec
!byte $24
-- clc
php
ldy #0
lda (PTR), y
tay
iny
sty @runlength+1
ldy #0
lda #'X'
sta ProDOS_prefix+1
lda #'/'
- inx
sta ProDOS_prefix, x
iny
lda (PTR), y
@runlength
cpy #$D1 ; SMC
bne -
plp
bcs --
stx ProDOS_prefix
jsr LoadFile
!word ProDOS_prefix
ldy #0
lda (namlo), y
tay
iny
iny
sty ProDOS_prefix
copy_prelaunch
ldx #(End_Prelaunch-Prelaunch-1)
- lda Prelaunch,x ; copy pre-launch code to main memory
sta $100,x
dex
bpl -
ldx #(end_promote-promote-1)
- lda promote,x ; copy ProDOS shim to main memory
sta $bf00,x
dex
bpl -
jmp $106 ; jump to pre-launch code
;------------------------------------------------------------------------------
; Prelaunch
; code to set up machine for running a self-running, self-terminating game demo
; DO NOT CALL DIRECTLY
; must be run from main memory
; contains multiple entry points
;
; in: none
; out: exits via JMP (ldrlo2), which is expected to exit via JMP |Prelaunch|
; (not here, but wherever it was copied to in main memory) or by
; manually enabling LC RAM bank 1 then JMP |Reenter|
;------------------------------------------------------------------------------
Prelaunch ; this runs from main memory
; entry point used by some self-running demos
lda $C088
jmp Reenter
; entry point to launch game
+READ_ROM_NO_WRITE
lda ldrlo2 ; set up game entry point in stack page
ldy ldrhi2 ; (last load address - 1)
sec
sbc #$01
bcs +
dey
+
+STAY $1FE
ldx #0 ; wipe zero page
txa
- sta $00,x
inx
bne -
lda #$65 ; initialize random seed (some games like Pooyan
sta $4E ; require these to be non-zero)
lda #$02
sta $4F
jsr $FE89 ; initialize machine like a cold boot (many
jsr $FE93 ; games assume a 'clean slate' and rely on
jsr $FE84 ; zero page values set by these ROM routines,
sta $C000 ; e.g. Wavy Navy just prints out text via $FDED
sta $C002 ; and expects it to work)
sta $C004
sta $C00C
sta $C00E
jsr $FB2F
jsr $FC58
ldx #$FD ; jump to game entry point via stack pop
txs
rts
End_Prelaunch

155
src/ui.attract.dhgr.a Normal file
View File

@ -0,0 +1,155 @@
;license:MIT
;(c) 2018 by 4am
;
; Double hi-res slideshows
;
; Public functions
; - DHGRTitleSlideshow
; - BlankDHGR
;
DHGRTitleSlideshow
bit MachineStatus ; only run DHGR slideshow if we have 128K
bvs +
rts
+ jsr LoadDHGRTransition ; load transition effect code at $6000
jsr BlankDHGR ; switch to DHGR mode with initial blank screen
jsr okvs_iter ; cycle through all listed DHGR files
!word gSlideshowStore
!word DHGRTitleCallback ; address of callback (called on each file)
jmp BlankHGR ; switch back to HGR mode with initial blank screen on exit
;------------------------------------------------------------------------------
; LoadDHGRTransition
; looks up name of next DHGR transition effect in DFX.CONF and loads that file
; at $6000
; in: gDFXStore has been initialized
; gGlobalPrefsStore has been initialized
; out: all registers and flags clobbered
; $6000..$BFFF/main contains transition effect code
;------------------------------------------------------------------------------
LoadDHGRTransition
jsr LoadFile ; load DHGR transition effects list into $8000
!word kDFXConfFile
jsr ParseKeyValueList ; parse DHGR transition effects list into $6000
!word gDFXStore
!word ldrlo2 ; (ldrlo2) points to last load address
!byte 0
jsr okvs_get ; get next DHGR transition effect from prefs
!word gGlobalPrefsStore
!word kNextDFX
bcs @nodfx
+STAY @dfx
jsr okvs_get
!word gDFXStore
@dfx !word $FDFD ; SMC
bcc +
@nodfx ldx #0
+ stx gDFXIndex
jsr okvs_nth ; get filename of DHGR transition effect code
!word gDFXStore
gDFXIndex
!byte 0
+STAY @dfxkey
inc gDFXIndex ; increment transition effect index for next time
jsr okvs_len
!word gDFXStore
cmp gDFXIndex
bne +
lda #0
sta gDFXIndex
+
lda gDFXIndex
sta @nexti
jsr okvs_nth ; get name of next DHGR transition
!word gDFXStore
@nexti !byte $FD ; SMC
+STAY @nextdfx
jsr okvs_update ; save name of next DHGR transition in prefs store
!word gGlobalPrefsStore
!word kNextDFX
@nextdfx !word $FDFD ; SMC
jsr SaveGlobalPreferences ; write prefs store to disk
; load transition effect code at $6000
+LOAD_FILE kFXDirectory, @dfxkey
rts
@dfxkey !word $FDFD
kDFXConfFile
!byte @kDFXConfFile_e-*-1
!text "DFX.CONF"
@kDFXConfFile_e
;------------------------------------------------------------------------------
; DHGRTitleCallback
; callback called by okvs_iter on gSlideshowStore
; to load and display a single DHGR title screenshot
; in: A/Y contains address of filename (name only, path is always /DHGR/)
; X contains 0-based index of the current record in gSlideshowStore
; out: all registers and flags clobbered
; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
; $2000..$BFFF clobbered by graphics data and transition code
; $2000..$5FFF/aux clobbered
;------------------------------------------------------------------------------
DHGRTitleCallback
+STAY PTR
lda $C000
bpl +
rts
+
stx gCurrentlyVisibleSlideshowIndex
; load DHGR screenshot at $4000/main and $4000/aux
jsr ResetPath
+LDADDR kDHGRTitleDirectory
jsr AddToPath
+LDADDR kPathSeparator
jsr AddToPath
+LDAY PTR
jsr AddToPath
jsr LoadDHRFile
!word gPathname
; execution falls through here
ExecuteTransition
jsr $6000 ; call transition effect code to display picture
; execution falls through here
WaitAfterTransition
ldx #$20 ; picture is already showing so just wait
- lda #0
jsr WaitForKeyWithTimeout
bmi +
dex
bpl -
+ rts
;------------------------------------------------------------------------------
; BlankDHGR
; clear and show DHGR page 1 without flickering
;
; in: none
; out: text page clobbered (but screen holes preserved)
; $2000..$3FFF/main and /aux cleared
;------------------------------------------------------------------------------
BlankDHGR
jsr Home
jsr ClearHGR1 ; clear hi-res screen 1
sta $C005
jsr ClearHGR1 ; clear hi-res screen 1 in auxmem
sta $C004
sta $c00d
sta $c057
sta $c054
sta $c052
sta $c050
sta $c05e
rts

244
src/ui.attract.hgr.a Normal file
View File

@ -0,0 +1,244 @@
;license:MIT
;(c) 2018 by 4am
;
; HGR title and action slideshows
;
; Public functions
; - HGRTitleSlideshow
; - HGRActionSlideshow
; - BlankHGR
; - ClearHGR1
;
HGRTitleSlideshow
jsr LoadHGRTransition ; load transition effect code at $6000
jsr okvs_iter ; cycle through all listed HGR files
!word gSlideshowStore
!word HGRTitleCallback ; address of callback (called on each file)
rts ; exit with last picture still visible
HGRActionSlideshow
jsr LoadHGRTransition ; load transition effect code at $6000
jsr okvs_iter ; cycle through all listed HGR files
!word gSlideshowStore
!word HGRActionCallback ; address of callback (called on each file)
rts ; exit with last picture still visible
;------------------------------------------------------------------------------
; BlankHGR
; clear and show HGR page 1 without flickering
;
; in: none
; out: text page clobbered (but screen holes preserved)
; $2000..$3FFF cleared
;------------------------------------------------------------------------------
BlankHGR
jsr Home
jsr ClearHGR1 ; clear hi-res screen 1
lda $c057 ; show hi-res screen 1 (now blank)
lda $c054
lda $c052
lda $c050
rts
;------------------------------------------------------------------------------
; ClearHGR1
; clear $2000..$3FFF in current memory bank (main or auxmem)
;
; in: none
; out: $2000..$3FFF cleared
; A = 0
; X = 0
; Y = 0
; Z = 1
;------------------------------------------------------------------------------
ClearHGR1
ldx #$20
stx @a+2
lda #0
tay
@a sta $2000,y
iny
bne @a
inc @a+2
dex
bne @a
rts
;------------------------------------------------------------------------------
; HGRTitleCallback
; callback called by okvs_iter on gSlideshowStore
; to load and display a single HGR title screenshot
; in: A/Y contains address of filename (name only, path is always /HGR/)
; X contains 0-based index of the current record in gSlideshowStore
; out: all registers and flags clobbered
; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
; $2000..$BFFF clobbered by graphics data and transition code
;------------------------------------------------------------------------------
HGRTitleCallback
+STAY PTR
lda $C000
bpl +
rts
+
stx gCurrentlyVisibleSlideshowIndex
; load HGR screenshot at $4000
+LOAD_FILE kHGRTitleDirectory, PTR
jmp ExecuteTransition ; call transition effect code to display picture
;------------------------------------------------------------------------------
; HGRActionCallback
; callback called by okvs_iter on gSlideshowStore
; to load and display a single HGR action screenshot
; in: A/Y contains address of filename (name only, path is always /ACTION/)
; X contains 0-based index of the current record in gSlideshowStore
; gGamesListStore must be initialized
; out: all registers and flags clobbered
; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
; $2000..$BFFF clobbered by graphics data and transition code
;------------------------------------------------------------------------------
HGRActionCallback
+STAY PTR
+STAY @key
+STAY @key2
lda $C000
bpl +
rts
+
stx gCurrentlyVisibleSlideshowIndex
; load HGR screenshot at $4000
+LOAD_FILE kHGRActionDirectory, PTR
; try to get the human-readable name of this game from gGamesListStore
; and display it in the bottom-left corner
jsr okvs_get
!word gGamesListStore
@key !word $FDFD ; SMC
bcc @foundname
; if the key is not found, try getting the value of the current record
; from gSlideshowStore and using that instead
; (some games have multiple action screenshots)
jsr okvs_get
!word gSlideshowStore
@key2 !word $FDFD ; SMC
bcs @noname ; should never happen
+STAY @key3
jsr okvs_get
!word gGamesListStore
@key3 !word $FDFD ; SMC
bcs @noname ; should never happen
@foundname
+STAY PTR
@drawname
ldx #0
stx HTAB
ldx #22
stx VTAB
ldy #0
lda (PTR),y
tax
+LDADDR @topline
sec
jsr DrawBuffer
ldx #3
+LDADDR @toprightcorner
sec
jsr DrawBuffer
inc VTAB
ldx #0
stx HTAB
inx
+LDADDR @rightline
sec
jsr DrawBuffer
+LDAY PTR
sec
jsr DrawString
ldx #2
+LDADDR @rightline
sec
jsr DrawBuffer
@noname
jmp ExecuteTransition
@topline
!byte 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
!byte 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
@toprightcorner
!byte 0,0,7
@rightline
!text " "
!byte 3
;------------------------------------------------------------------------------
; LoadHGRTransition
; looks up name of next HGR transition effect in FX.CONF and loads that file
; at $6000
; in: gFXStore has been initialized
; gGlobalPrefsStore has been initialized
; out: all registers and flags clobbered
; $6000..$BFFF contains transition effect code
;------------------------------------------------------------------------------
LoadHGRTransition
jsr LoadFile ; load HGR transition effects list into $8000
!word kFXConfFile
jsr ParseKeyValueList ; parse HGR transition effects list into $6000
!word gFXStore
!word ldrlo2 ; (ldrlo2) points to last load address
!byte 0
jsr okvs_get ; get next HGR transition effect from prefs
!word gGlobalPrefsStore
!word kNextFX
bcs @nofx
+STAY @fx
jsr okvs_get
!word gFXStore
@fx !word $FDFD ; SMC
bcc +
@nofx ldx #0
+ stx gFXIndex
jsr okvs_nth ; get filename of transition effect code
!word gFXStore
gFXIndex
!byte 0
+STAY @fxkey
inc gFXIndex ; increment transition effect index
jsr okvs_len
!word gFXStore
cmp gFXIndex
bne +
lda #0
sta gFXIndex
+
lda gFXIndex
sta @nexti
jsr okvs_nth ; get name of next HGR transition
!word gFXStore
@nexti !byte $FD ; SMC
+STAY @nextfx
jsr okvs_update ; save name of next HGR transition in prefs store
!word gGlobalPrefsStore
!word kNextFX
@nextfx !word $FDFD ; SMC
jsr SaveGlobalPreferences ; write prefs store to disk
; load transition effect code at $6000
+LOAD_FILE kFXDirectory, @fxkey
rts
@fxkey !word $FDFD
kFXConfFile
!byte @kFXConfFile_e-*-1
!text "FX.CONF"
@kFXConfFile_e

View File

@ -7,9 +7,6 @@
; - AttractMode
;
; Public variables
; - gCurrentAttractIndex ; [byte] numeric index in gAttractModeStore of current Mega-Attract Module
; - gCurrentlyVisibleSlideshowIndex ; [byte] numeric index in gSlideshowStore of currently visible slideshow picture
; (only valid during slideshows, not updated once a key is pressed)
; - gAttractIndex ; [byte] numeric index in gAttractModeStore of next Mega-Attract Module
; - gFXIndex ; [byte] numeric index in gFXStore of next HGR transition effect
; - gDFXIndex ; [byte] numeric index in gDFXStore of next DHGR transition effect
@ -141,608 +138,14 @@ gAttractIndex
!word DHGRTitleSlideshow
!word SHRArtworkSlideshow
HGRTitleSlideshow
jsr LoadHGRTransition ; load transition effect code at $6000
jsr okvs_iter ; cycle through all listed HGR files
!word gSlideshowStore
!word HGRTitleCallback ; address of callback (called on each file)
rts ; exit with last picture still visible
HGRActionSlideshow
jsr LoadHGRTransition ; load transition effect code at $6000
jsr okvs_iter ; cycle through all listed HGR files
!word gSlideshowStore
!word HGRActionCallback ; address of callback (called on each file)
rts ; exit with last picture still visible
DHGRTitleSlideshow
bit MachineStatus ; only run DHGR slideshow if we have 128K
bvs +
rts
+ jsr LoadDHGRTransition ; load transition effect code at $6000
jsr BlankDHGR ; switch to DHGR mode with initial blank screen
jsr okvs_iter ; cycle through all listed DHGR files
!word gSlideshowStore
!word DHGRTitleCallback ; address of callback (called on each file)
jmp BlankHGR ; switch back to HGR mode with initial blank screen on exit
SHRArtworkSlideshow
lda MachineStatus ; only run SHR slideshow on IIgs or if we have a VidHD card
and #%00110000
bne +
rts
+ jsr LoadSHRTransition
jsr okvs_iter
!word gSlideshowStore
!word SHRArtworkCallback
jmp BlankHGR
kAttractModeConfFile
!byte @kAttractModeConfFile_e-*-1
!text "ATTRACT.CONF"
@kAttractModeConfFile_e
Play
jsr LoadFile ; load attract-mode configuration file at $8000
!word kAttractModeConfFile
jsr ParseKeyValueList ; parse attract-mode configuration into OKVS data structure at $6000
!word gAttractModeStore
!word ldrlo2 ; (ldrlo2) points to last load address, so $8000
!byte 0
jsr okvs_nth ; get filename of current attract-mode module
!word gAttractModeStore
gCurrentAttractIndex
!byte $FD ; set in AttractMode
+STAY @key
jsr okvs_get
!word gAttractModeStore
@key !word $FDFD ; SMC
+STAY PTR
ldy #1
lda (PTR),y
and #$0F
bne @playFromSlideshow
; we reached here by pressing <RETURN> during a self-running demo,
; which means that @key points to the filename of the game we want to play
+LDAY @key
jmp Go
@playFromSlideshow
; we reached here by pressing <RETURN> during a slideshow
; gSlideshowStore is still in memory, and gCurrentlyVisibleSlideshowIndex
; is the index into gSlideshowStore of the picture that is being displayed
jsr okvs_nth
!word gSlideshowStore
gCurrentlyVisibleSlideshowIndex
!byte $FD ; set in HGRTitleCallback, HGRActionCallback, DHGRTitleCallback
+STAY @sskey
+STAY @sskey2
jsr okvs_get
!word gGamesListStore
@sskey !word $FDFD ; SMC
bcs +
+LDAY @sskey
jmp Go
+
; if the key is not found, try getting the value of the current record
; from gSlideshowStore and using that instead
; (some games have multiple action screenshots, value points to the key in gGamesListStore)
jsr okvs_get
!word gSlideshowStore
@sskey2 !word $FDFD ; SMC
bcc Go
rts
Go
+STAY PTR
bit $C010 ; forget the key that was pressed
ldx #1
sec
!byte $24
-- clc
php
ldy #0
lda (PTR), y
tay
iny
sty @runlength+1
ldy #0
lda #'X'
sta ProDOS_prefix+1
lda #'/'
- inx
sta ProDOS_prefix, x
iny
lda (PTR), y
@runlength
cpy #$D1 ; SMC
bne -
plp
bcs --
stx ProDOS_prefix
jsr LoadFile
!word ProDOS_prefix
ldy #0
lda (namlo), y
tay
iny
iny
sty ProDOS_prefix
copy_prelaunch
ldx #(End_Prelaunch-Prelaunch-1)
- lda Prelaunch,x ; copy pre-launch code to main memory
sta $100,x
dex
bpl -
ldx #(end_promote-promote-1)
- lda promote,x ; copy ProDOS shim to main memory
sta $bf00,x
dex
bpl -
jmp $106 ; jump to pre-launch code
;------------------------------------------------------------------------------
; internal functions
;------------------------------------------------------------------------------
; HGRTitleCallback
; callback called by okvs_iter on gSlideshowStore
; to load and display a single HGR title screenshot
; in: A/Y contains address of filename (name only, path is always /HGR/)
; X contains 0-based index of the current record in gSlideshowStore
; out: all registers and flags clobbered
; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
; $2000..$BFFF clobbered by graphics data and transition code
;------------------------------------------------------------------------------
HGRTitleCallback
+STAY PTR
lda $C000
bpl +
rts
+
stx gCurrentlyVisibleSlideshowIndex
; load HGR screenshot at $4000
+LOAD_FILE kHGRTitleDirectory, PTR
jmp ExecuteTransition ; call transition effect code to display picture
;------------------------------------------------------------------------------
; HGRActionCallback
; callback called by okvs_iter on gSlideshowStore
; to load and display a single HGR action screenshot
; in: A/Y contains address of filename (name only, path is always /ACTION/)
; X contains 0-based index of the current record in gSlideshowStore
; gGamesListStore must be initialized
; out: all registers and flags clobbered
; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
; $2000..$BFFF clobbered by graphics data and transition code
;------------------------------------------------------------------------------
HGRActionCallback
+STAY PTR
+STAY @key
+STAY @key2
lda $C000
bpl +
rts
+
stx gCurrentlyVisibleSlideshowIndex
; load HGR screenshot at $4000
+LOAD_FILE kHGRActionDirectory, PTR
; try to get the human-readable name of this game from gGamesListStore
; and display it in the bottom-left corner
jsr okvs_get
!word gGamesListStore
@key !word $FDFD ; SMC
bcc @foundname
; if the key is not found, try getting the value of the current record
; from gSlideshowStore and using that instead
; (some games have multiple action screenshots)
jsr okvs_get
!word gSlideshowStore
@key2 !word $FDFD ; SMC
bcs @noname ; should never happen
+STAY @key3
jsr okvs_get
!word gGamesListStore
@key3 !word $FDFD ; SMC
bcs @noname ; should never happen
@foundname
+STAY PTR
@drawname
ldx #0
stx HTAB
ldx #22
stx VTAB
ldy #0
lda (PTR),y
tax
+LDADDR @topline
sec
jsr DrawBuffer
ldx #3
+LDADDR @toprightcorner
sec
jsr DrawBuffer
inc VTAB
ldx #0
stx HTAB
inx
+LDADDR @rightline
sec
jsr DrawBuffer
+LDAY PTR
sec
jsr DrawString
ldx #2
+LDADDR @rightline
sec
jsr DrawBuffer
@noname
jmp ExecuteTransition
@topline
!byte 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
!byte 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
@toprightcorner
!byte 0,0,7
@rightline
!text " "
!byte 3
;------------------------------------------------------------------------------
; DHGRTitleCallback
; callback called by okvs_iter on gSlideshowStore
; to load and display a single DHGR title screenshot
; in: A/Y contains address of filename (name only, path is always /DHGR/)
; X contains 0-based index of the current record in gSlideshowStore
; out: all registers and flags clobbered
; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
; $2000..$BFFF clobbered by graphics data and transition code
; $2000..$5FFF/aux clobbered
;------------------------------------------------------------------------------
DHGRTitleCallback
+STAY PTR
lda $C000
bpl +
rts
+
stx gCurrentlyVisibleSlideshowIndex
; load DHGR screenshot at $4000/main and $4000/aux
jsr ResetPath
+LDADDR kDHGRTitleDirectory
jsr AddToPath
+LDADDR kPathSeparator
jsr AddToPath
+LDAY PTR
jsr AddToPath
jsr LoadDHRFile
!word gPathname
; execution falls through here
ExecuteTransition
jsr $6000 ; call transition effect code to display picture
; execution falls through here
WaitAfterTransition
ldx #$20 ; picture is already showing so just wait
- lda #0
jsr WaitForKeyWithTimeout
bmi +
dex
bpl -
+ rts
;------------------------------------------------------------------------------
; SHRArtworkCallback
; callback called by okvs_iter on gSlideshowStore
; to load and display a single SHR graphic
; in: A/Y contains address of filename (name only, path is always /SHR/)
; X contains 0-based index of the current record in gSlideshowStore
; out: all registers and flags clobbered
; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
; $2000..$BFFF clobbered by graphics data and transition code
; $2000..$5FFF/aux clobbered
;------------------------------------------------------------------------------
SHRArtworkCallback
+STAY PTR
lda $C000
bpl +
rts
+
stx gCurrentlyVisibleSlideshowIndex
jsr BlankSHR
; load SHR artwork at $2000/main (not aux)
jsr ResetPath
+LDADDR kSHRArtworkDirectory
jsr AddToPath
+LDADDR kPathSeparator
jsr AddToPath
+LDAY PTR
jsr AddToPath
jsr LoadFile
!word gPathname
jsr $A000
jmp WaitAfterTransition
;------------------------------------------------------------------------------
; LoadHGRTransition
; looks up name of next HGR transition effect in FX.CONF and loads that file
; at $6000
; in: gFXStore has been initialized
; gGlobalPrefsStore has been initialized
; out: all registers and flags clobbered
; $6000..$BFFF contains transition effect code
;------------------------------------------------------------------------------
LoadHGRTransition
jsr LoadFile ; load HGR transition effects list into $8000
!word kFXConfFile
jsr ParseKeyValueList ; parse HGR transition effects list into $6000
!word gFXStore
!word ldrlo2 ; (ldrlo2) points to last load address
!byte 0
jsr okvs_get ; get next HGR transition effect from prefs
!word gGlobalPrefsStore
!word kNextFX
bcs @nofx
+STAY @fx
jsr okvs_get
!word gFXStore
@fx !word $FDFD ; SMC
bcc +
@nofx ldx #0
+ stx gFXIndex
jsr okvs_nth ; get filename of transition effect code
!word gFXStore
gFXIndex
!byte 0
+STAY @fxkey
inc gFXIndex ; increment transition effect index
jsr okvs_len
!word gFXStore
cmp gFXIndex
bne +
lda #0
sta gFXIndex
+
lda gFXIndex
sta @nexti
jsr okvs_nth ; get name of next HGR transition
!word gFXStore
@nexti !byte $FD ; SMC
+STAY @nextfx
jsr okvs_update ; save name of next HGR transition in prefs store
!word gGlobalPrefsStore
!word kNextFX
@nextfx !word $FDFD ; SMC
jsr SaveGlobalPreferences ; write prefs store to disk
; load transition effect code at $6000
+LOAD_FILE kFXDirectory, @fxkey
rts
@fxkey !word $FDFD
kFXConfFile
!byte @kFXConfFile_e-*-1
!text "FX.CONF"
@kFXConfFile_e
;------------------------------------------------------------------------------
; LoadDHGRTransition
; looks up name of next DHGR transition effect in DFX.CONF and loads that file
; at $6000
; in: gDFXStore has been initialized
; gGlobalPrefsStore has been initialized
; out: all registers and flags clobbered
; $6000..$BFFF/main contains transition effect code
;------------------------------------------------------------------------------
LoadDHGRTransition
jsr LoadFile ; load DHGR transition effects list into $8000
!word kDFXConfFile
jsr ParseKeyValueList ; parse DHGR transition effects list into $6000
!word gDFXStore
!word ldrlo2 ; (ldrlo2) points to last load address
!byte 0
jsr okvs_get ; get next DHGR transition effect from prefs
!word gGlobalPrefsStore
!word kNextDFX
bcs @nodfx
+STAY @dfx
jsr okvs_get
!word gDFXStore
@dfx !word $FDFD ; SMC
bcc +
@nodfx ldx #0
+ stx gDFXIndex
jsr okvs_nth ; get filename of DHGR transition effect code
!word gDFXStore
gDFXIndex
!byte 0
+STAY @dfxkey
inc gDFXIndex ; increment transition effect index for next time
jsr okvs_len
!word gDFXStore
cmp gDFXIndex
bne +
lda #0
sta gDFXIndex
+
lda gDFXIndex
sta @nexti
jsr okvs_nth ; get name of next DHGR transition
!word gDFXStore
@nexti !byte $FD ; SMC
+STAY @nextdfx
jsr okvs_update ; save name of next DHGR transition in prefs store
!word gGlobalPrefsStore
!word kNextDFX
@nextdfx !word $FDFD ; SMC
jsr SaveGlobalPreferences ; write prefs store to disk
; load transition effect code at $6000
+LOAD_FILE kFXDirectory, @dfxkey
rts
@dfxkey !word $FDFD
kDFXConfFile
!byte @kDFXConfFile_e-*-1
!text "DFX.CONF"
@kDFXConfFile_e
;------------------------------------------------------------------------------
; LoadSHGRTransition
; [TODO] for now there is only 1 SHR transition so this always load the same file
; [TODO] but eventually it should look up name of next SHR transition effect in
; [TODO] SFX.CONF or something and loads that file at $A000
;
; in: gSFXStore has been initialized
; gGlobalPrefsStore has been initialized
; out: all registers and flags clobbered
; $A000..$BFFF/main contains transition effect code
;------------------------------------------------------------------------------
LoadSHRTransition
jsr LoadFile
!word kSFXFizzleFile
rts
kSFXFizzleFile
!byte @kSFXFizzleFile_e-*-1
!text "FX/SHR.FIZZLE"
@kSFXFizzleFile_e
;------------------------------------------------------------------------------
; BlankHGR
; clear and show HGR page 1 without flickering
;
; in: none
; out: text page clobbered (but screen holes preserved)
; $2000..$3FFF cleared
;------------------------------------------------------------------------------
BlankHGR
jsr Home
jsr ClearHGR1 ; clear hi-res screen 1
lda $c057 ; show hi-res screen 1 (now blank)
lda $c054
lda $c052
lda $c050
rts
;------------------------------------------------------------------------------
; BlankDHGR
; clear and show DHGR page 1 without flickering
;
; in: none
; out: text page clobbered (but screen holes preserved)
; $2000..$3FFF/main and /aux cleared
;------------------------------------------------------------------------------
BlankDHGR
jsr Home
jsr ClearHGR1 ; clear hi-res screen 1
sta $C005
jsr ClearHGR1 ; clear hi-res screen 1 in auxmem
sta $C004
sta $c00d
sta $c057
sta $c054
sta $c052
sta $c050
sta $c05e
rts
;------------------------------------------------------------------------------
; BlankSHR
; clear and show SHR mode without flickering
;
; in: machine is a IIgs or has a VidHD card that responds appropriately to
; IIgs-specific softswitches for graphics and memory modes
; NOTE: THIS ROUTINE WILL CRASH ON AN APPLE //C due to writing $C029,
; so it is imperative that the caller ensure the machine type
; out: text page clobbered (but screen holes preserved)
; $2000..$9FFF/aux cleared
;------------------------------------------------------------------------------
BlankSHR
jsr Home
lda $C029 ; set GS NEWVIDEO mode to turn off linearize
ora #$40
sta $C029
sta $C005 ; writes go to auxmem
lda $C035 ; enable auxmem-to-bank-E1 shadowing on IIgs
and #$F7
sta $C035
lda #$20 ; clear $2000..$9FFF in auxmem
sta @a+2
ldx #$80
lda #0
tay
@a sta $2000,y
iny
bne @a
inc @a+2
dex
bne @a
sta $C004 ; writes go to main memory
lda $C029 ; set GS NEWVIDEO mode to turn on SHR mode
ora #$81
sta $C029
rts
;------------------------------------------------------------------------------
; ClearHGR1
; clear $2000..$3FFF in current memory bank (main or auxmem)
;
; in: none
; out: $2000..$3FFF cleared
; A = 0
; X = 0
; Y = 0
; Z = 1
;------------------------------------------------------------------------------
ClearHGR1
ldx #$20
stx @a+2
lda #0
tay
@a sta $2000,y
iny
bne @a
inc @a+2
dex
bne @a
rts
;------------------------------------------------------------------------------
; Home
; clear and display text screen
@ -766,7 +169,7 @@ Home
jsr $FC58 ; HOME
+READ_RAM1_WRITE_RAM1
lda MachineStatus
and #%00110000
and #SUPPORTS_SHR
beq @noSHR
lda $C029
and #$7F
@ -774,54 +177,3 @@ Home
@noSHR
rts
@end
;------------------------------------------------------------------------------
; Prelaunch
; code to set up machine for running a self-running, self-terminating game demo
; DO NOT CALL DIRECTLY
; must be run from main memory
; contains multiple entry points
;
; in: none
; out: exits via JMP (ldrlo2), which is expected to exit via JMP |Prelaunch|
; (not here, but wherever it was copied to in main memory) or by
; manually enabling LC RAM bank 1 then JMP |Reenter|
;------------------------------------------------------------------------------
Prelaunch ; this runs from main memory
; entry point used by some self-running demos
lda $C088
jmp Reenter
; entry point to launch game
+READ_ROM_NO_WRITE
lda ldrlo2 ; set up game entry point in stack page
ldy ldrhi2 ; (last load address - 1)
sec
sbc #$01
bcs +
dey
+
+STAY $1FE
ldx #0 ; wipe zero page
txa
- sta $00,x
inx
bne -
lda #$65 ; initialize random seed (some games like Pooyan
sta $4E ; require these to be non-zero)
lda #$02
sta $4F
jsr $FE89 ; initialize machine like a cold boot (many
jsr $FE93 ; games assume a 'clean slate' and rely on
jsr $FE84 ; zero page values set by these ROM routines,
sta $C000 ; e.g. Wavy Navy just prints out text via $FDED
sta $C002 ; and expects it to work)
sta $C004
sta $C00C
sta $C00E
jsr $FB2F
jsr $FC58
ldx #$FD ; jump to game entry point via stack pop
txs
rts
End_Prelaunch

121
src/ui.attract.shr.a Normal file
View File

@ -0,0 +1,121 @@
;license:MIT
;(c) 2018 by 4am
;
; Super hi-res slideshows
;
; Public functions
; - SHRArtworkSlideshow
; - BlankSHR
;
SHRArtworkSlideshow
lda MachineStatus ; only run SHR slideshow on IIgs or if we have a VidHD card
and #SUPPORTS_SHR
bne +
rts
+ jsr LoadSHRTransition
jsr okvs_iter
!word gSlideshowStore
!word SHRArtworkCallback
jmp BlankHGR
;------------------------------------------------------------------------------
; LoadSHGRTransition
; [TODO] for now there is only 1 SHR transition so this always load the same file
; [TODO] but eventually it should look up name of next SHR transition effect in
; [TODO] SFX.CONF or something and loads that file at $A000
;
; in: gSFXStore has been initialized
; gGlobalPrefsStore has been initialized
; out: all registers and flags clobbered
; $A000..$BFFF/main contains transition effect code
;------------------------------------------------------------------------------
LoadSHRTransition
jsr LoadFile
!word kSFXFizzleFile
rts
kSFXFizzleFile
!byte @kSFXFizzleFile_e-*-1
!text "FX/SHR.FIZZLE"
@kSFXFizzleFile_e
;------------------------------------------------------------------------------
; SHRArtworkCallback
; callback called by okvs_iter on gSlideshowStore
; to load and display a single SHR graphic
; in: A/Y contains address of filename (name only, path is always /SHR/)
; X contains 0-based index of the current record in gSlideshowStore
; out: all registers and flags clobbered
; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
; $2000..$BFFF clobbered by graphics data and transition code
; $2000..$5FFF/aux clobbered
;------------------------------------------------------------------------------
SHRArtworkCallback
+STAY PTR
lda $C000
bpl +
rts
+
stx gCurrentlyVisibleSlideshowIndex
jsr BlankSHR
; load SHR artwork at $2000/main (not aux)
jsr ResetPath
+LDADDR kSHRArtworkDirectory
jsr AddToPath
+LDADDR kPathSeparator
jsr AddToPath
+LDAY PTR
jsr AddToPath
jsr LoadFile
!word gPathname
jsr $A000
jmp WaitAfterTransition
;------------------------------------------------------------------------------
; BlankSHR
; clear and show SHR mode without flickering
;
; in: machine is a IIgs or has a VidHD card that responds appropriately to
; IIgs-specific softswitches for graphics and memory modes
; NOTE: THIS ROUTINE WILL CRASH ON AN APPLE //C due to writing $C029,
; so it is imperative that the caller ensure the machine type
; out: text page clobbered (but screen holes preserved)
; $2000..$9FFF/aux cleared
;------------------------------------------------------------------------------
BlankSHR
jsr Home
lda $C029 ; set GS NEWVIDEO mode to turn off linearize
ora #$40
sta $C029
sta $C005 ; writes go to auxmem
lda $C035 ; enable auxmem-to-bank-E1 shadowing on IIgs
and #$F7
sta $C035
lda #$20 ; clear $2000..$9FFF in auxmem
sta @a+2
ldx #$80
lda #0
tay
@a sta $2000,y
iny
bne @a
inc @a+2
dex
bne @a
sta $C004 ; writes go to main memory
lda $C029 ; set GS NEWVIDEO mode to turn on SHR mode
ora #$81
sta $C029
rts