4cade/src/ui.attract.mode.a

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;license:MIT
;(c) 2018 by 4am
;
; Mega Attract Mode - cycle through slideshows and self-running demos
;
; Public functions
; - AttractMode
;
; Public variables
; - gAttractIndex ; [byte] numeric index of Mega-Attract Module
; - gFXIndex ; [byte] numeric index of HGR transition effect
; - gDFXIndex ; [byte] numeric index of DHGR transition effect
;------------------------------------------------------------------------------
; AttractMode
; main entry point for Mega Attract Mode, which cycles through modules listed
; in ATTRACT.CONF to provide pretty visual effects and snippets of self-running
; self-terminating game demos
;
; in: gGlobalPrefsStore must be initialized
; out: exits to caller (note that some attract mode modules never return but
; instead call |Reenter|, in which case this routine technically never
; returns)
; if this routine returns, everything is clobbered (zero page, main
; memory, unused portions of the stack page, all registers, all flags)
;------------------------------------------------------------------------------
AttractMode
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_get ; get next attract-mode module from prefs
!word gGlobalPrefsStore
!word kNextAttract
bcs @noattract
+STAY @attract
jsr okvs_get
!word gAttractModeStore
@attract !word $FDFD ; SMC
bcc +
@noattract
ldx #0
+ stx gAttractIndex
jsr okvs_nth ; get filename of next attract-mode module
!word gAttractModeStore
gAttractIndex
!byte 0
+STAY @key
inc gAttractIndex ; increment module index for next time
jsr okvs_len
!word gAttractModeStore
cmp gAttractIndex
bne +
lda #0
sta gAttractIndex
+
lda gAttractIndex
sta @nexti
jsr okvs_nth ; get name of next attract-mode module
!word gAttractModeStore
@nexti !byte $FD ; SMC
+STAY @nextattract
jsr okvs_update ; save name of next attract-mode module in prefs store
!word gGlobalPrefsStore
!word kNextAttract
@nextattract
!word $FDFD ; SMC
jsr SaveGlobalPreferences ; write prefs store to disk
jsr okvs_get
!word gAttractModeStore
@key !word $FDFD ; SMC
+STAY PTR
jsr @RunNextAttractModule
lda $C000
bpl AttractMode
rts
@RunNextAttractModule
ldy #1
lda (PTR),y
and #$0F
bne @Slideshow
; Self-running demos are loaded into main memory and executed.
; Each binary has been patched to quit on any key and jump back
; to the |Reenter| entry point.
; All demos are strictly 48K / main memory. No demo uses the
; language card or auxiliary memory.
jsr Home ; clear text screen and switch to it during loading
; to avoid seeing executable code load into the HGR page
+LOAD_PATH kDemoDirectory
ldy gPathname
iny
iny
sty ProDOS_prefix
- lda gPathname-2, y
sta ProDOS_prefix, y
dey
bne -
lda #'/'
sta ProDOS_prefix+1
lda #'X'
sta ProDOS_prefix+2
+LOAD_FILE_IMM @key
jsr SaveScreenHoles ; save screen hole contents in case game changes them
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
@Slideshow ; HGR or DHGR slideshow
pha ; save module type (1=HGR title, 2=HGR action, 3=DHGR title)
; load slideshow configuration file at $4000
+LOAD_FILE kAttractModeSlideshowDirectory, @key
jsr ParseKeyValueList ; parse slideshow configuration into an OKVS data structure at $0800
!word gSlideshowStore
!word ldrlo2 ; (ldrlo2) points to address of last loaded file, so $4000
!byte 0
pla ; restore module type
cmp #$01
beq @HGRTitleSlideshow
cmp #$02
beq @HGRActionSlideshow
@DHGRTitleSlideshow
bit MachineStatus ; only run DHGR slideshow if we have 128K
bvc @exit
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
@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)
@exit 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
kAttractModeConfFile
!byte @kAttractModeConfFile_e-*-1
!text "ATTRACT.CONF"
@kAttractModeConfFile_e
;------------------------------------------------------------------------------
; 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
ldx $C000
bpl +
rts
+
+STAY PTR
; 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
ldx $C000
bpl +
rts
+
+STAY PTR
+STAY @key
+STAY @key2
; 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
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
; 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
; $2000..$5FFF/aux clobbered
;------------------------------------------------------------------------------
DHGRTitleCallback
ldx $C000
bpl +
rts
+
; load DHGR screenshot at $4000/main and $4000/aux
+STAY PTR
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
ldx #$20 ; picture is already showing so just wait
- lda #0
jsr WaitForKeyWithTimeout
bmi +
dex
bpl -
+ rts
;------------------------------------------------------------------------------
; 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-@kFXConfFile_b
@kFXConfFile_b
!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-@kDFXConfFile_b
@kDFXConfFile_b
!text "DFX.CONF"
@kDFXConfFile_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
;------------------------------------------------------------------------------
; 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
;
; in: none
; out: $0100..$011F clobbered
;------------------------------------------------------------------------------
Home
ldx #(@end-@start-1)
- lda @start,x
sta $100,x
dex
bpl -
jmp $100
@start
; this will be run from main memory
+READ_ROM_NO_WRITE
sta $C00C ; get out of DHGR mode
sta $C05F ; get out of DHGR mode
jsr $FB2F ; TEXT
jsr $FC58 ; HOME
+READ_RAM1_WRITE_RAM1
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