mirror of
https://github.com/a2-4am/4cade.git
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333 lines
12 KiB
Plaintext
333 lines
12 KiB
Plaintext
;license:MIT
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;(c) 2018-2020 by 4am
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;
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; Double hi-res slideshows
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;
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; Public functions
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; - DHGRTitleSlideshow
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; - DHGRActionSlideshow
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; - DHGRSingle
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; - BlankHGR
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; - HGRMode
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; - GRMode
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; - ForceHGRMode
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; - DrawGameTitleInActionSlideshow
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; - RedrawForDHGR
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;
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;------------------------------------------------------------------------------
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; DHGRTitleSlideshow
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; execute a slideshow of double hi-res title screenshots
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;
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; safe to call if machine only has 64K (does nothing and exits)
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;
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; in: none
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; out: everything clobbered
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; graphics mode reset to display hi-res screen, which is blank
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;------------------------------------------------------------------------------
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DHGRTitleSlideshow
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bit MachineStatus ; only run DHGR slideshow if we have 128K
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bvc DHGRRTS
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jsr LoadDHGRTransition ; load transition effect code at $6000
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jsr BlankDHGR ; switch to DHGR mode with initial blank screen
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jsr okvs_iter ; cycle through all listed DHGR files
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!word gSlideshowStore
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!word DHGRTitleCallback ; address of callback (called on each file)
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beq BlankHGR ; switch back to HGR mode with initial blank screen on exit
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; (always branches because Z=1 on exit of okvs_iter)
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;------------------------------------------------------------------------------
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; DHGRActionSlideshow
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; execute a slideshow of double hi-res action screenshots
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;
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; safe to call if machine only has 64K (does nothing and exits)
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;
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; in: none
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; out: everything clobbered
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; graphics mode reset to display hi-res screen, which is blank
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;------------------------------------------------------------------------------
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DHGRActionSlideshow
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bit MachineStatus ; only run DHGR slideshow if we have 128K
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bvc DHGRRTS
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jsr LoadDHGRTransition ; load transition effect code at $6000
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jsr BlankDHGR ; switch to DHGR mode with initial blank screen
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jsr okvs_iter ; cycle through all listed DHGR files
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!word gSlideshowStore
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!word DHGRActionCallback ; address of callback (called on each file)
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beq BlankHGR ; switch back to HGR mode with initial blank screen on exit
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; (always branches because Z=1 on exit of okvs_iter)
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;------------------------------------------------------------------------------
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; DHGRSingle
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; display a single double hi-res screenshot, with transition effect
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;
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; safe to call if machine only has 64K (does nothing and exits)
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;
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; in: none
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; out: everything clobbered
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; graphics mode reset to display hi-res screen, which is blank
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;------------------------------------------------------------------------------
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DHGRSingle
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bit MachineStatus ; only show DHGR screenshots if we have 128K
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bvc DHGRRTS
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+ST16 @fname
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jsr BlankDHGR ; switch to DHGR mode with initial blank screen
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jsr LoadAuxFile ; load compressed DHGR screenshot at aux $3FF8
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!word kRootDirectory
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@fname !word $FDFD ; SMC
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!word $3FF8
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jsr DecompressDHGR
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jsr LoadDHGRTransition ; load transition effect code at $6000
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jsr ExecuteTransitionAt6000AndWait
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; switch back to HGR mode with initial blank screen on exit
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; /!\ execution falls through here to BlankHGR
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;------------------------------------------------------------------------------
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; BlankHGR
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; clear and show HGR page 1 without flickering
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;
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; in: none
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; out: text page clobbered (but screen holes preserved)
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; A/X/Y=0 (guaranteed by ClearHGR1)
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; $2000..$3FFF cleared
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;------------------------------------------------------------------------------
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BlankHGR
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jsr Home
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jsr ClearHGR1 ; clear hi-res screen 1
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bit PAGE1 ; show hi-res screen 1 (now blank)
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lda #1
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sta OffscreenPage
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; /!\ execution falls through here to HGRMode
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;------------------------------------------------------------------------------
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; HGRMode / GRMode
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; twiddles softswitches to set (H)GR mode (does not set page 1 or 2)
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;
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; in: none
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; out: all registers preserved
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;------------------------------------------------------------------------------
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HGRMode
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bit $C057
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GRMode
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bit $C052
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bit $C050
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DHGRRTS rts
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;------------------------------------------------------------------------------
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; ForceHGRMode
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; if machine is in DHGR mode, switch it back to HGR mode
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; otherwise do nothing
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;
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; in: none
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; out: see BlankHGR
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;------------------------------------------------------------------------------
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ForceHGRMode
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gMachineInDHGRMode=*+1
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lda #$00 ; SMC
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bne BlankHGR
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beq DHGRRTS
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;------------------------------------------------------------------------------
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; LoadDHGRTransition [private]
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; looks up name of next DHGR transition effect in DFX.CONF and loads that file
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; at $6000
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; in: gDFXStore has been initialized
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; gGlobalPrefsStore has been initialized
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; out: all registers and flags clobbered
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; $6000..$BFFF/main contains transition effect code
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;------------------------------------------------------------------------------
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LoadDHGRTransition
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jsr LoadFile ; load DHGR transition effects list into $8000
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!word kRootDirectory
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!word kDFXConfFile
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- !word $8000
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jsr ParseKeyValueList ; parse DHGR transition effects list into $6000
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!word gDFXStore
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!word -
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!byte 0
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jsr pref_get ; get DHGR transition effect from prefs
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!word kNextDFX
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!word gDFXStore
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+ST16 ++ ; A/Y = filename (don't load file yet)
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; $WINDEX = index of the transition in DFX store
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+LDADDR gDFXStore
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jsr okvs_next ; get transition after this one
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+ST16 +
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jsr pref_set ; update prefs store and save to disk
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!word kNextDFX
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+ !word $FDFD ; SMC
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jsr LoadFile ; now load transition effect code into $6000
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!word kFXDirectory
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++ !word $FDFD ; SMC
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!word $6000
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rts
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;------------------------------------------------------------------------------
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; DHGRTitleCallback [private]
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; callback called by okvs_iter on gSlideshowStore
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; to load and display a single DHGR title screenshot
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; in: A/Y contains address of filename (name only, path is always /TITLE.DHGR/)
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; $WINDEX contains 0-based index of the current record in gSlideshowStore (word)
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; out: all registers and flags clobbered
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; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
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; $2000..$BFFF clobbered by graphics data and transition code
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; $2000..$5FFF/aux clobbered
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;------------------------------------------------------------------------------
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DHGRTitleCallback
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bit KBD
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bmi DHGRRTS
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+ST16 +
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jsr FindGame
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; if game is not found (C will be set here), it means it can't be played on
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; this machine due to memory or joystick requirements, so we don't display
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; it in slideshows
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bcs DHGRRTS
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+LD16 WINDEX ; save game index in case user hits RETURN
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+ST16 gGameToLaunch ; while it's visible (we'll launch it)
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; load DHGR screenshot at $4000/main and $4000/aux
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jsr LoadDHRFile
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!word kDHGRTitleDirectory
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+ !word $FDFD
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jmp ExecuteTransitionAt6000AndWait
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;------------------------------------------------------------------------------
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; DHGRActionCallback [private]
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; callback called by okvs_iter on gSlideshowStore
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; to load and display a single DHGR action screenshot
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; in: A/Y contains address of filename (name only, path is always /ACTION.DHGR/)
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; $WINDEX contains 0-based index of the current record in gSlideshowStore (word)
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; out: all registers and flags clobbered
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; $0800..$1EFF preserved (this contains the gSlideshowStore OKVS data)
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; $2000..$BFFF clobbered by graphics data and transition code
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; $2000..$5FFF/aux clobbered
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;------------------------------------------------------------------------------
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DHGRActionCallback
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bit KBD
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bmi DHGRRTS
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+ST16 +
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jsr FindGameInActionSlideshow
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; if game name is not found (C will be set here), it means the game
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; can't be played due to memory or joystick requirements, so we hide
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; it from slideshows
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bcs DHGRRTS
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+ST16 SAVE ; (SAVE) -> game display name + game info bitfield
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+LD16 WINDEX ; save game index in case user hits RETURN
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+ST16 gGameToLaunch ; while it's visible (we'll launch it)
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jsr LoadAuxFile ; load compressed DHGR screenshot at aux $3FF8
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!word kDHGRActionDirectory
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+ !word $FDFD
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!word $3FF8
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jsr DecompressDHGR
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lda #$EA ; NOP
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+HIDE_NEXT_2_BYTES
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; /!\ execution falls through here to DrawGameTitleInActionSlideshowHGR
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;------------------------------------------------------------------------------
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; DrawGameTitleInActionSlideshow
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; draw the game title in the lower left corner of the screen
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;
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; /!\ exits via ExecuteTransitionAt6000AndWait, and the transition code must
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; already be loaded at $6000
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;
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; in: none
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; out: exits via ExecuteTransitionAt6000AndWait
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;------------------------------------------------------------------------------
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DrawGameTitleInActionSlideshow
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lda #$60 ; RTS
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sta @fallthroughForDHGR
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; display game name in the bottom-left corner
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lda #22
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sta VTAB
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lda #0 ; solid horizontal bar character
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jsr @resetline
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lda (SAVE),y ; (SAVE) -> game display name, Y = 0, so A = display length + 1
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clc
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adc #$02
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sta gPathname
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lda #7 ; top-right rounded corner character
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jsr @drawline
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inc VTAB
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lda #" "
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jsr @resetline
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lda (SAVE),y ; A = display length + 1
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tay
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dey
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- lda (SAVE),y
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sta gPathname+1,y
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dey
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bne -
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lda #3 ; solid vertical bar character
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jsr @drawline
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jmp ExecuteTransitionAt6000AndWait
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@resetline
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ldy #40
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- sta gPathname,y
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dey
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bne -
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sty HTAB
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rts
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@drawline
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ldy gPathname
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sta gPathname,y
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+LDADDR gPathname
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sec
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jsr DrawString
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@fallthroughForDHGR
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nop ; SMC
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; /!\ execution sometimes falls through here to RedrawForDHGR
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;------------------------------------------------------------------------------
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; RedrawForDHGR
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; After drawing text on HGR screen, this will transform the low-level bytes
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; to display properly on the DHGR screen.
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;
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; /!\ must be called immediately after calling one of the font drawing routines
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; (Draw40Chars, DrawCenteredString, DrawString, DrawBuffer)
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;
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; in: gPathname contains number of bytes to transform
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; DBIRow0/LC2 contains address of first byte of first row to transform
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; (this will be true if you just called DrawBufferInternal or
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; something that calls it, see above)
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; out: clobbers zero page $00,$01,$02,$26,$27,$F7
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;------------------------------------------------------------------------------
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RedrawForDHGR
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jsr SwitchToBank2
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+LD16 DBIRow0+1
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+ST16 $26
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lda #8
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sta i
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-- ldy gPathname
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dey
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- lda ($26),y
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+HGR_BYTE_TO_DHGR_BYTES
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sta ($26),y
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txa
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sta WRITEAUXMEM
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sta ($26),y
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sta WRITEMAINMEM
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dey
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bpl -
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lda $27
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clc
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adc #$04
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sta $27
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dec i
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bne --
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jmp SwitchToBank1
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