hide games in attract mode that can't be played due to memory or joystick requirements

This commit is contained in:
4am 2019-07-08 15:03:25 -04:00
parent b4c1893e8d
commit e488b87d80
19 changed files with 89 additions and 42 deletions

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@ -43,14 +43,6 @@ cat res/games.conf |
sort |
uniq >> /tmp/g
if [ "$game" == "CAPTN.GOODNIGHT" ]; then
cat res/ss/ACTIONCAPT.CONF |
tr "\r" "\n" |
grep "^CAPT" |
sed -e "s/^/ACTION.HGR\//g" |
sed -e "s/$/=7/g" >> /tmp/g
fi
# add self-running demo, if any
cat res/attract.conf |
tr "\r" "\n" |

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@ -1 +1 @@
# # Mega-Attract-Mode configuration file # # Mega-Attract-Mode is split into modules. Each module can be a short # slideshow, a self-running demo (like a game's built-in 'attract mode'), or # even just a single screenshot. Modules are run in the order listed here, one # after the next, until interrupted by user input. The last-run module is # tracked in the global prefs file. # # The same format is used by the per-game attract mode configuration files. # # Format: # key=value # # |key| must be unique within this file # # |value| must be one of # 0 = self-running demo (|key| is an executable binary file in /DEMO/) # 1 = HGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.HGR/) # 2 = HGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.HGR/) # 3 = DHGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.DHGR/) # 4 = DHGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.DHGR/) # 5 = SHR box art slideshow (|key| is a file in /SS/ containing files in /ARTWORK.SHR/) # 7 = single HGR file (|key| is arbitrary path from program root directory) # 8 = single DHGR file (|key| is arbitrary path from program root directory) # 9 = single SHR file (|key| is arbitrary path from program root directory) # # Blank lines and lines beginning with '#' are ignored (like this one!) # A line beginning with '[' terminates the parsing # # set 1 FAVORITES1.CONF=1 ACTIONCD1.CONF=2 JUNGLE.HUNT=0 DHGR1.CONF=3 ACTIONPOP.CONF=2 SAMMY.LIGHTFOOT=0 OTHER4.CONF=1 SHR1.CONF=5 # set 2 FAVORITES4.CONF=1 PITFALL.II=0 SYNERGIST.CONF=1 FAVORITES1.CONF=1 DHGR1.CONF=3 ACTIONMNO1.CONF=2 CONAN=0 DHGR2.CONF=3 ACTIONCLR1.CONF=2 ATARI.CONF=1 SNEAKERS=0 SHR2.CONF=5 # set 3 IDSI.CONF=1 HARD.HAT.MACK=0 BALLY.CONF=1 MR.DO.CONF=2 BURGERTIME=0 DHGR3.CONF=3 ACTIONS3.CONF=2 GUMBALL=0 S3.CONF=1 STARGATE=0 SHR3.CONF=5 # set 4 FAVORITES3.CONF=1 BOUNCING.KMNGAS=0 BRODERBUND.CONF=1 ACTIONCLR2.CONF=2 LADY.TUT=0 DHGR4.CONF=3 ACTIONAB1.CONF=2 CD2.CONF=1 SPYS.DEMISE=0 SHR4.CONF=5 # set 5 T1.CONF=1 MR.COOL=0 SIRIUS.CONF=1 SPCARTOON.2=0 ACTIONCLR3.CONF=2 CIDER.SPIDER=0 ACTDHGR1.CONF=4 ACTIONAB2.CONF=2 # 1 SPARE.CHANGE=0 SHR5.CONF=5 # set 6 MATTEL.CONF=1 THUNDERBOMBS=0 FAVORITES2.CONF=1 ACTIONBURG.CONF=2 VINDICATOR=0 ACTDHGR2.CONF=4 ACTIONEFG2.CONF=2 S1.CONF=1 LODE.RUNNER=0 SHR6.CONF=5 # set 7 EFG2.CONF=1 REPTON=0 DATAMOST.CONF=1 ACTIONCLR4.CONF=2 AGENT.USA=0 ACTDHGR3.CONF=4 ACTIONMNO3.CONF=2 MNO.CONF=1 AQUATRON=0 SHR7.CONF=5 # set 8 SIERRA.CONF=1 POOYAN=0 CD1.CONF=1 SHR1.CONF=5 JUNGLE.HUNT=0 ACTIONPQR1.CONF=2 ALIEN.DOWNPOUR=0 ACTDHGR4.CONF=4 ACTIONT1.CONF=2 BOLO=0 T2.CONF=1 BUZZARD.BAIT=0 SHR8.CONF=5 # set 9 MICROFUN.CONF=1 GAMMA.GOBLINS=0 OTHER2.CONF=1 ACTIONCLR5.CONF=2 CEILING.ZERO=0 ACTDHGR5.CONF=4 ACTIONPQR2.CONF=2 P2.CONF=1 ROBOTRON=0 SHR9.CONF=5 # set 10 SYNAPSE.CONF=1 WARP.DESTROYER=0 PICCADILLY.CONF=1 ACTIONT3.CONF=2 WAVY.NAVY=0 ACTDHGR6.CONF=4 ACTIONT2.CONF=2 CD3.CONF=1 TRACK.AND.FIELD=0 SHR10.CONF=5 # set 11 DATAEAST.CONF=1 PEST.PATROL=0 EA.CONF=1 FAVORITES1.CONF=1 FAVORITES1.CONF=1 SHR1.CONF=5 ACTIONMNO2.CONF=2 CHOPLIFTER=0 ACTDHGR7.CONF=4 ACTIONEFG1.CONF=2 HIJKL2.CONF=1 GOONIES=0 SHR11.CONF=5 # set 12 SEGA.CONF=1 LOST.TOMB=0 HIJKL.CONF=1 ACTIONEFG3.CONF=2 KARATEKA=0 ACTDHGR8.CONF=4 ACTIONS2.CONF=2 S2.CONF=1 SNAKE.BYTE=0 SHR12.CONF=5 # set 13 ACTIVISION.CONF=1 DINO.EGGS=0 TAITO.CONF=1 ACTIONHIJ2.CONF=2 ALIEN.RAIN=0 ACTDHGR9.CONF=4 ACTIONCD2.CONF=2 GEBELLI.CONF=1 SERPENTINE=0 SHR13.CONF=5 # set 14 PENGUIN.CONF=1 PACMAN=0 DATASOFT.CONF=1 FAVORITES1.CONF=1 ACTDHGR1.CONF=4 ACTIONAB3.CONF=2 FLIP.OUT=0 ACTDHGR10.CONF=4 ACTIONHIJ1.CONF=2 QR.CONF=1 PLASMANIA=0 SHR14.CONF=5 # set 15 SUBLOGIC.CONF=1 HIGH.RISE=0 EFG1.CONF=1 ACTIONS1.CONF=2 ORILEYS.MINE=0 ACTDHGR11.CONF=4 ACTIONCD3.CONF=2 OTHER1.CONF=1 SPY.HUNTER=0 SHR15.CONF=5 # set 16 EPYX.CONF=1 NIBBLER=0 AB.CONF=1 ACTIONPQR3.CONF=2 ALIEN.AMBUSH=0 ACTDHGR12.CONF=4 ACTIONCAPT.CONF=2 TUBEWAY=0 SHR16.CONF=5 # set 17 P1.CONF=1 PIEMAN=0 OTHER3.CONF=1 FAVORITES1.CONF=1 ALIEN.DOWNPOUR=0 =0 ACTIONHIJ3.CONF=2 CHAMP.LODERUN=0 ACTDHGR13.CONF=4 # 2 FIREBIRD=0 # 5 [eof]
# # Mega-Attract-Mode configuration file # # Mega-Attract-Mode is split into modules. Each module can be a short # slideshow, a self-running demo (like a game's built-in 'attract mode'), or # even just a single screenshot. Modules are run in the order listed here, one # after the next, until interrupted by user input. The last-run module is # tracked in the global prefs file. # # The same format is used by the per-game attract mode configuration files. # # Format: # key=value # # |key| must be unique within this file # # |value| must be one of # 0 = self-running demo (|key| is an executable binary file in /DEMO/) # 1 = HGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.HGR/) # 2 = HGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.HGR/) # 3 = DHGR title slideshow (|key| is a file in /SS/ containing files in /TITLE.DHGR/) # 4 = DHGR action slideshow (|key| is a file in /SS/ containing files in /ACTION.DHGR/) # 5 = SHR box art slideshow (|key| is a file in /SS/ containing files in /ARTWORK.SHR/) # 7 = single HGR file (|key| is arbitrary path from program root directory) # 8 = single DHGR file (|key| is arbitrary path from program root directory) # 9 = single SHR file (|key| is arbitrary path from program root directory) # # Blank lines and lines beginning with '#' are ignored (like this one!) # A line beginning with '[' terminates the parsing # # set 1 FAVORITES1.CONF=1 ACTDHGR4.CONF=4 FAVORITES1.CONF=1 ACTIONHIJ1.CONF=2 JUNGLE.HUNT=0 DHGR1.CONF=3 ACTIONPOP.CONF=2 SAMMY.LIGHTFOOT=0 OTHER4.CONF=1 SHR1.CONF=5 # set 2 FAVORITES4.CONF=1 PITFALL.II=0 SYNERGIST.CONF=1 FAVORITES1.CONF=1 ACTDHGR4.CONF=4 ACTIONMNO1.CONF=2 CONAN=0 DHGR2.CONF=3 ACTIONCLR1.CONF=2 ATARI.CONF=1 SNEAKERS=0 SHR2.CONF=5 # set 3 IDSI.CONF=1 HARD.HAT.MACK=0 BALLY.CONF=1 MR.DO.CONF=2 BURGERTIME=0 DHGR3.CONF=3 ACTIONS3.CONF=2 GUMBALL=0 S3.CONF=1 STARGATE=0 SHR3.CONF=5 # set 4 FAVORITES3.CONF=1 BOUNCING.KMNGAS=0 BRODERBUND.CONF=1 ACTIONCLR2.CONF=2 LADY.TUT=0 DHGR4.CONF=3 ACTIONAB1.CONF=2 CD2.CONF=1 SPYS.DEMISE=0 SHR4.CONF=5 # set 5 T1.CONF=1 MR.COOL=0 SIRIUS.CONF=1 SPCARTOON.2.=0 ACTIONCLR3.CONF=2 CIDER.SPIDER=0 ACTDHGR1.CONF=4 ACTIONAB2.CONF=2 # 1 SPARE.CHANGE=0 SHR5.CONF=5 # set 6 MATTEL.CONF=1 THUNDERBOMBS=0 FAVORITES2.CONF=1 ACTIONBURG.CONF=2 VINDICATOR=0 ACTDHGR2.CONF=4 ACTIONEFG2.CONF=2 S1.CONF=1 LODE.RUNNER=0 SHR6.CONF=5 # set 7 EFG2.CONF=1 REPTON=0 DATAMOST.CONF=1 ACTIONCLR4.CONF=2 AGENT.USA=0 ACTDHGR3.CONF=4 ACTIONMNO3.CONF=2 MNO.CONF=1 AQUATRON=0 SHR7.CONF=5 # set 8 SIERRA.CONF=1 POOYAN=0 CD1.CONF=1 FAVORITES1.CONF=1 SHR1.CONF=5 SHR1.CONF=5 ACTIONPQR1.CONF=2 ALIEN.DOWNPOUR=0 ACTDHGR4.CONF=4 ACTIONT1.CONF=2 BOLO=0 T2.CONF=1 BUZZARD.BAIT=0 SHR8.CONF=5 # set 9 MICROFUN.CONF=1 GAMMA.GOBLINS=0 OTHER2.CONF=1 ACTIONCLR5.CONF=2 CEILING.ZERO=0 ACTDHGR5.CONF=4 ACTIONPQR2.CONF=2 P2.CONF=1 ROBOTRON=0 SHR9.CONF=5 # set 10 SYNAPSE.CONF=1 WARP.DESTROYER=0 PICCADILLY.CONF=1 ACTIONT3.CONF=2 WAVY.NAVY=0 ACTDHGR6.CONF=4 ACTIONT2.CONF=2 CD3.CONF=1 TRACK.AND.FIELD=0 SHR10.CONF=5 # set 11 DATAEAST.CONF=1 PEST.PATROL=0 EA.CONF=1 FAVORITES1.CONF=1 SHR1.CONF=5 ACTIONMNO2.CONF=2 CHOPLIFTER=0 ACTDHGR7.CONF=4 ACTIONEFG1.CONF=2 HIJKL2.CONF=1 GOONIES=0 SHR11.CONF=5 # set 12 SEGA.CONF=1 LOST.TOMB=0 HIJKL.CONF=1 ACTIONEFG3.CONF=2 KARATEKA=0 ACTDHGR8.CONF=4 ACTIONS2.CONF=2 S2.CONF=1 SNAKE.BYTE=0 SHR12.CONF=5 # set 13 ACTIVISION.CONF=1 DINO.EGGS=0 TAITO.CONF=1 ACTIONHIJ2.CONF=2 ALIEN.RAIN=0 ACTDHGR9.CONF=4 ACTIONCD2.CONF=2 GEBELLI.CONF=1 SERPENTINE=0 SHR13.CONF=5 # set 14 PENGUIN.CONF=1 PACMAN=0 DATASOFT.CONF=1 FAVORITES1.CONF=1 BUZZARD.BAIT=0 ACTIONAB3.CONF=2 FLIP.OUT=0 ACTDHGR10.CONF=4 ACTIONCD1.CONF=2 QR.CONF=1 PLASMANIA=0 SHR14.CONF=5 # set 15 SUBLOGIC.CONF=1 HIGH.RISE=0 EFG1.CONF=1 ACTIONS1.CONF=2 ORILEYS.MINE=0 ACTDHGR11.CONF=4 ACTIONCD3.CONF=2 OTHER1.CONF=1 SPY.HUNTER=0 SHR15.CONF=5 # set 16 EPYX.CONF=1 NIBBLER=0 AB.CONF=1 ACTIONPQR3.CONF=2 ALIEN.AMBUSH=0 ACTDHGR12.CONF=4 ACTIONCAPT.CONF=2 TUBEWAY=0 SHR16.CONF=5 # set 17 P1.CONF=1 PIEMAN=0 OTHER3.CONF=1 FAVORITES1.CONF=1 SHR8.CONF=5 =0 ACTIONHIJ3.CONF=2 CHAMP.LODERUN=0 ACTDHGR13.CONF=4 # 2 FIREBIRD=0 # 5 [eof]

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@ -1 +1 @@
# # Attract mode for Captain Goodnight # ARTWORK.SHR/CAPTN.GOODNIGHT=9 ACTION.HGR/CAPTN.GOODNIGHT=7 ACTION.HGR/CAPTN.GOODNIGH1=7 ACTION.HGR/CAPTN.GOODNIGH2=7 ACTION.HGR/CAPTN.GOODNIGH3=7 ACTION.HGR/CAPTN.GOODNIGH4=7 ACTION.HGR/CAPTN.GOODNIGH5=7 ACTION.HGR/CAPTN.GOODNIGH6=7 ACTION.HGR/CAPTN.GOODNIGH7=7 ACTION.HGR/CAPTN.GOODNIGH8=7 ACTION.HGR/CAPTN.GOODNIGH9=7 [eof]
# # Attract mode for Captain Goodnight # ARTWORK.SHR/CAPTN.GOODNIGHT=9 ACTION.HGR/CAPTN.GOODNIGH1=7 ACTION.HGR/CAPTN.GOODNIGH2=7 ACTION.HGR/CAPTN.GOODNIGH3=7 ACTION.HGR/CAPTN.GOODNIGH4=7 ACTION.HGR/CAPTN.GOODNIGH5=7 ACTION.HGR/CAPTN.GOODNIGH6=7 ACTION.HGR/CAPTN.GOODNIGH7=7 ACTION.HGR/CAPTN.GOODNIGH8=7 ACTION.HGR/CAPTN.GOODNIGH9=7 ACTION.HGR/CAPTN.GOODNIGHT=7 [eof]

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@ -1 +1 @@
# # Attract mode for Flight Simulator I # [eof]
# # Attract mode for Flight Simulator I # ACTION.HGR/FS1=7 [eof]

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@ -1 +1 @@
# # Attract mode for H.E.R.O. # ARTWORK.SHR/HERO=9 ACTION.HGR/HERO=7 [eof]
# # Attract mode for H E R O # ARTWORK.SHR/HERO=9 ACTION.HGR/HERO=7 [eof]

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@ -124,12 +124,12 @@ SPARE.CHANGE.K=Type(F1),AuxType(9600),Access(C3)
SPARE.CHANGE.L=Type(F1),AuxType(9600),Access(C3)
SPARE.CHANGE.S=Type(F1),AuxType(9600),Access(C3)
SPARE.CHANGE.Z=Type(F1),AuxType(B400),Access(C3)
SPCARTOON.1=Type(06),AuxType(02D0),Access(C3)
SPCARTOON.2=Type(06),AuxType(02D0),Access(C3)
SPCARTOON.3=Type(06),AuxType(02D0),Access(C3)
SPCARTOON.4=Type(06),AuxType(02D0),Access(C3)
SPCARTOON.5=Type(06),AuxType(02D0),Access(C3)
SPCARTOON.6=Type(06),AuxType(02D0),Access(C3)
SPCARTOON.1.=Type(06),AuxType(02D0),Access(C3)
SPCARTOON.2.=Type(06),AuxType(02D0),Access(C3)
SPCARTOON.3.=Type(06),AuxType(02D0),Access(C3)
SPCARTOON.4.=Type(06),AuxType(02D0),Access(C3)
SPCARTOON.5.=Type(06),AuxType(02D0),Access(C3)
SPCARTOON.6.=Type(06),AuxType(02D0),Access(C3)
SPIDER.RAID=Type(06),AuxType(0300),Access(C3)
SPIDER.RAID.1=Type(F1),AuxType(0000),Access(C3)
SPY.HUNTER=Type(06),AuxType(0B87),Access(C3)

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@ -1 +1 @@
# # Captain Goodnight action slideshow # CAPTN.GOODNIGH1 CAPTN.GOODNIGH2 CAPTN.GOODNIGH3 CAPTN.GOODNIGH4 CAPTN.GOODNIGH5 CAPTN.GOODNIGH6 CAPTN.GOODNIGH7 CAPTN.GOODNIGH8 CAPTN.GOODNIGH9 [eof]
# # Captain Goodnight action slideshow # CAPTN.GOODNIGH1=CAPTN.GOODNIGHT CAPTN.GOODNIGH2 CAPTN.GOODNIGH3 CAPTN.GOODNIGH4 CAPTN.GOODNIGH5 CAPTN.GOODNIGH6 CAPTN.GOODNIGH7 CAPTN.GOODNIGH8 [eof]

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@ -1 +1 @@
# # action shots slideshow of games that begin with "H","I","J","K","L" # HARD.HAT.MACK2=HARD.HAT.MACK KARATEKA JOUST2=JOUST JUMPMAN LADY.TUT JUGGLER HUNGRYBOY JUNGLE.HUNT JUGGLER2=JUGGLER INTL.GRAN.PRIX [eof]
# # action shots slideshow of games that begin with "H","I","J","K","L" # HARD.HAT.MACK2=HARD.HAT.MACK KARATEKA JOUST2=JOUST JUMPMAN LADY.TUT JUGGLER HUNGRYBOY JUNGLE.HUNT IMPOSSIBLE.MISS INTL.GRAN.PRIX [eof]

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@ -1 +1 @@
# # action shots slideshow of games that begin with "H","I","J","K","L" # LODE001=LODE.RUNNER HARD.HAT.MACK LOST.TOMB JOUST HERO HARD.HAT.MACK3=HARD.HAT.MACK IMPOSSIBLE.MISS HIGH.RISE JUNGLE.HUNT2=JUNGLE.HUNT LOST.TOMB2=LOST.TOMB [eof]
# # action shots slideshow of games that begin with "H","I","J","K","L" # LODE001=LODE.RUNNER HARD.HAT.MACK LOST.TOMB JOUST HERO HARD.HAT.MACK3=HARD.HAT.MACK JUGGLER2=JUGGLER HIGH.RISE JUNGLE.HUNT2=JUNGLE.HUNT LOST.TOMB2=LOST.TOMB [eof]

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@ -4,6 +4,7 @@
; Functions to launch games and self-running demos
;
; Public functions
; - GetGameDisplayName
; - PlayGameFromSearch
; - PlayGameFromBrowse
; - PlayGameFromAttract
@ -17,6 +18,38 @@
!zone {
GetGameDisplayName
; in: A/Y points to game filename
; out: C clear if game exists in gGamesListStore, and
; A/Y points to game display name (but see hack notes below)
; C set if game does not exist (this can happen because slideshows
; list games that require a joystick, but the games list parser
; filters out joystick-only games if the machine doesn't have a
; joystick)
+STAY @key
jsr okvs_get
!word gGamesListStore
@key !word $FDFD ; SMC
bcc @exit
; Hack to allow self-running demos that don't correspond to a game
; filename. If the name ends in a '.', accept it unconditionally.
; The filename is its own display name. Launching this fake game
; will of course fail, so don't do that.
+LDAY @key
+STAY PARAM
ldy #0
lda (PARAM),y
tay
lda (PARAM),y
cmp #"."
beq @forceGoodResult
sec
rts
@forceGoodResult
+LDAY @key
clc
@exit rts
PlayGameFromSearch
PlayGameFromBrowse
stx @gameIndex

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@ -126,18 +126,22 @@ kDFXConfFile
; $2000..$5FFF/aux clobbered
;------------------------------------------------------------------------------
.DHGRTitleCallback
+STAY PTR
+STAY SAVE
lda KBD
bpl +
rts
@exit rts
+
stx gCurrentlyVisibleSlideshowIndex
+LDAY SAVE
jsr GetGameDisplayName
bcs @exit ; not found, so just skip this title
; load DHGR screenshot at $4000/main and $4000/aux
+LDADDR kDHGRTitleDirectory
jsr SetPath
+LDAY PTR
+LDAY SAVE
jsr AddToPath
jsr LoadDHRFile
+LDADDR $6000
@ -156,7 +160,7 @@ kDFXConfFile
; $2000..$5FFF/aux clobbered
;------------------------------------------------------------------------------
.DHGRActionCallback
+STAY PTR
+STAY SAVE
lda KBD
bpl +
@ -164,6 +168,10 @@ kDFXConfFile
+
stx gCurrentlyVisibleSlideshowIndex
+LDAY SAVE
jsr GetGameDisplayName
bcs @exit ; not found, so just skip this title
; load DHGR screenshot at $4000/main and $4000/aux
+LDADDR kDHGRActionDirectory
jsr SetPath

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@ -44,16 +44,23 @@ HGRSingle
; $2000..$BFFF clobbered by graphics data and transition code
;------------------------------------------------------------------------------
.HGRTitleCallback
+STAY PTR
+STAY SAVE
lda KBD
bpl +
rts
@exit rts
+
stx gCurrentlyVisibleSlideshowIndex
; check if game exists in the catalog (it might not if it requires a
; joystick and the machine doesn't have one, or if it requires 128K
; but the machine only has 64K)
+LDAY SAVE
jsr GetGameDisplayName
bcs @exit ; not found, so just skip this title
; load HGR screenshot at $4000
+LOAD_FILE kHGRTitleDirectory, PTR
+LOAD_FILE kHGRTitleDirectory, SAVE
+LDADDR $6000
jmp ExecuteTransitionAndWait
@ -71,37 +78,39 @@ HGRSingle
; $2000..$BFFF clobbered by graphics data and transition code
;------------------------------------------------------------------------------
.HGRActionCallback
+STAY PTR
+STAY @key
+STAY @key2
+STAY SAVE
+STAY @slideshowKey
lda KBD
bpl +
@actionExit
rts
+
stx gCurrentlyVisibleSlideshowIndex
; load HGR screenshot at $4000
+LOAD_FILE kHGRActionDirectory, PTR
+LOAD_FILE kHGRActionDirectory, SAVE
; 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
+LDAY SAVE
jsr GetGameDisplayName
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)
; 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, in which case the filename of
; the action screenshot is not the game name, but the value is)
jsr okvs_get
!word gSlideshowStore
@key2 !word $FDFD ; SMC
bcs @noname ; should never happen
@slideshowKey
!word $FDFD ; SMC
+STAY @key3
jsr okvs_get
!word gGamesListStore
@key3 !word $FDFD ; SMC
bcs @noname ; should never happen
bcs @actionExit ; game still not found, bail
; (could happen if game can't be played
; due to memory or joystick requirements)
@foundname
+STAY SAVE
@drawname
@ -135,7 +144,7 @@ HGRSingle
+LDADDR @rightline
sec
jsr DrawBuffer
@noname
+LDADDR $6000
jmp ExecuteTransitionAndWait
@topline

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@ -180,6 +180,11 @@ RunAttractModule
; All demos are strictly 48K / main memory. No demo uses the
; language card or auxiliary memory.
+LDAY @key
jsr GetGameDisplayName
bcc + ; if game doesn't exist, skip the demo
rts
+
jsr Home ; avoid seeing code load into the HGR page
+LOAD_PATH kDemoDirectory
ldy gPathname