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

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;license:MIT
;(c) 2018-9 by 4am
;
; Double hi-res slideshows
;
; Public functions
; - DHGRTitleSlideshow
; - DHGRActionSlideshow
; - DHGRSingle
; - BlankHGR
; - HGRMode
;
;------------------------------------------------------------------------------
; DHGRTitleSlideshow
; execute a slideshow of double hi-res title screenshots
;
; safe to call if machine only has 64K (does nothing and exits)
;
; in: none
; out: everything clobbered
; graphics mode reset to display hi-res screen, which is blank
;------------------------------------------------------------------------------
DHGRTitleSlideshow
bit MachineStatus ; only run DHGR slideshow if we have 128K
bvc DHGRRTS
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)
beq BlankHGR ; switch back to HGR mode with initial blank screen on exit
; (always branches because Z=1 on exit of okvs_iter)
;------------------------------------------------------------------------------
; DHGRActionSlideshow
; execute a slideshow of double hi-res action screenshots
;
; safe to call if machine only has 64K (does nothing and exits)
;
; in: none
; out: everything clobbered
; graphics mode reset to display hi-res screen, which is blank
;------------------------------------------------------------------------------
DHGRActionSlideshow
bit MachineStatus ; only run DHGR slideshow if we have 128K
bvc DHGRRTS
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 DHGRActionCallback ; address of callback (called on each file)
beq BlankHGR ; switch back to HGR mode with initial blank screen on exit
; (always branches because Z=1 on exit of okvs_iter)
;------------------------------------------------------------------------------
; DHGRSingle
; display a single double hi-res screenshot, with transition effect
;
; safe to call if machine only has 64K (does nothing and exits)
;
; in: none
; out: everything clobbered
; graphics mode reset to display hi-res screen, which is blank
;------------------------------------------------------------------------------
DHGRSingle
bit MachineStatus ; only show DHGR screenshots if we have 128K
bvc DHGRRTS
+STAY +
jsr BlankDHGR ; switch to DHGR mode with initial blank screen
jsr LoadDHRFile ; load DHGR file at $4000/main and $4000/aux
!word kRootDirectory
+ !word $FDFD ; SMC
jsr LoadDHGRTransition ; load transition effect code at $6000
jsr ExecuteTransitionAt6000AndWait
; switch back to HGR mode with initial blank screen on exit
; /!\ execution falls through here to BlankHGR
;------------------------------------------------------------------------------
; BlankHGR
; clear and show HGR page 1 without flickering
;
; in: none
; out: text page clobbered (but screen holes preserved)
; A/X/Y=0 (guaranteed by ClearHGR1)
; $2000..$3FFF cleared
;------------------------------------------------------------------------------
BlankHGR
jsr Home
jsr ClearHGR1 ; clear hi-res screen 1
bit PAGE1 ; show hi-res screen 1 (now blank)
; /!\ execution falls through here to HGRMode
;------------------------------------------------------------------------------
; HGRMode
; twiddles softswitches to set HGR mode (does not set page 1 or 2)
;
; in: none
; out: all registers preserved
;------------------------------------------------------------------------------
HGRMode
bit $C057
GRMode
bit $C052
bit $C050
DHGRRTS rts
;------------------------------------------------------------------------------
; LoadDHGRTransition [private]
; 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 kRootDirectory
!word kDFXConfFile
- !word $8000
jsr ParseKeyValueList ; parse DHGR transition effects list into $6000
!word gDFXStore
!word -
!byte 0
jsr pref_get ; get DHGR transition effect from prefs
!word kNextDFX
!word gDFXStore
+STAY ++ ; A/Y = filename (don't load file yet)
; X = index of the transition in DFX store
+LDADDR gDFXStore
jsr okvs_next ; get transition after this one
+STAY +
jsr pref_set ; update prefs store and save to disk
!word kNextDFX
+ !word $FDFD ; SMC
jsr LoadFile ; now load transition effect code into $6000
!word kFXDirectory
++ !word $FDFD ; SMC
!word $6000
rts
;------------------------------------------------------------------------------
; DHGRTitleCallback [private]
; 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 /TITLE.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
bit KBD
bmi DHGRRTS
+STAY +
jsr GetGameInfo
; if game is not found (C will be set here), it means it can't be played on
; this machine due to memory or joystick requirements, so we don't display
; it in slideshows
bcs DHGRRTS
stx gGameToLaunch
; load DHGR screenshot at $4000/main and $4000/aux
jsr LoadDHRFile
!word kDHGRTitleDirectory
+ !word $FDFD
jmp ExecuteTransitionAt6000AndWait
;------------------------------------------------------------------------------
; DHGRActionCallback [private]
; callback called by okvs_iter on gSlideshowStore
; to load and display a single DHGR action screenshot
; in: A/Y contains address of filename (name only, path is always /ACTION.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
;------------------------------------------------------------------------------
DHGRActionCallback
bit KBD
bmi DHGRRTS
+STAY +
jsr GetGameInfoInActionSlideshow
; if game name is not found (C will be set here), it means the game
; can't be played due to memory or joystick requirements, so we hide
; it from slideshows
bcs DHGRRTS
+STAY SAVE ; (SAVE) -> game title
stx gGameToLaunch
; load DHGR screenshot at $4000/main and $4000/aux
jsr LoadDHRFile
!word kDHGRActionDirectory
+ !word $FDFD
; display game name in the bottom-left corner
lda #22
sta VTAB
lda #0 ; solid horizontal bar character
jsr @resetline
lda (SAVE),y ; (SAVE) -> game title, Y = 0, so A = title length
clc
adc #$03
sta gPathname
lda #7 ; top-right rounded corner character
jsr @drawline
inc VTAB
lda #" "
jsr @resetline
lda (SAVE),y ; A = title length
tay
- lda (SAVE),y
sta gPathname+1,y
dey
bne -
lda #3 ; solid vertical bar character
jsr @drawline
jmp ExecuteTransitionAt6000AndWait
@resetline
ldy #40
- sta gPathname,y
dey
bne -
sty HTAB
rts
@drawline
ldy gPathname
sta gPathname,y
lda HTAB
pha
+LDADDR gPathname
sec
jsr DrawString
;RedrawForDHGR
jsr SwitchToBank2
pla
sta HTAB
ldx gPathname
dex
clc
lda DBIRow0+2
sta @row0a+2
sta @row0b+2
sta @row0c+2
adc #$04
sta @row1a+2
sta @row1b+2
sta @row1c+2
adc #$04
sta @row2a+2
sta @row2b+2
sta @row2c+2
adc #$04
sta @row3a+2
sta @row3b+2
sta @row3c+2
adc #$04
sta @row4a+2
sta @row4b+2
sta @row4c+2
adc #$04
sta @row5a+2
sta @row5b+2
sta @row5c+2
adc #$04
sta @row6a+2
sta @row6b+2
sta @row6c+2
adc #$04
sta @row7a+2
sta @row7b+2
sta @row7c+2
lda DBIRow0+1
sta @row0a+1
sta @row0b+1
sta @row0c+1
sta @row1a+1
sta @row1b+1
sta @row1c+1
sta @row2a+1
sta @row2b+1
sta @row2c+1
sta @row3a+1
sta @row3b+1
sta @row3c+1
sta @row4a+1
sta @row4b+1
sta @row4c+1
sta @row5a+1
sta @row5b+1
sta @row5c+1
sta @row6a+1
sta @row6b+1
sta @row6c+1
sta @row7a+1
sta @row7b+1
sta @row7c+1
@loop
@row0a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row0b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row0c sta $FDFD,x
sta WRITEMAINMEM
@row1a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row1b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row1c sta $FDFD,x
sta WRITEMAINMEM
@row2a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row2b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row2c sta $FDFD,x
sta WRITEMAINMEM
@row3a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row3b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row3c sta $FDFD,x
sta WRITEMAINMEM
@row4a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row4b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row4c sta $FDFD,x
sta WRITEMAINMEM
@row5a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row5b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row5c sta $FDFD,x
sta WRITEMAINMEM
@row6a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row6b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row6c sta $FDFD,x
sta WRITEMAINMEM
@row7a lda $FDFD,x
jsr HGRByteToDHGRBytes
lda $00
@row7b sta $FDFD,x
lda $01
sta WRITEAUXMEM
@row7c sta $FDFD,x
sta WRITEMAINMEM
inc HTAB
dex
bmi +
jmp @loop
+
jmp SwitchToBank1
HGRByteToDHGRBytes
;1GFEDCBA ->
;1GGFFEED (main) +
;1DCCBBAA (aux)
;
; in: A = HGR byte
; out: $00 = corresponding DHGR byte in mainmem
; $01 = corresponding DHGR byte in auxmem
; preserves X
ldy #%10000000
sty $00
sty $01
pha
and #%00000001
beq +
lda #%10000011
sta $01
+ pla
pha
and #%00000010
beq +
lda $01
clc
adc #%00001100
sta $01
+ pla
pha
and #%00000100
beq +
lda $01
clc
adc #%00110000
sta $01
+ pla
pha
and #%00001000
beq +
lda $01
clc
adc #%01000000
sta $01
inc $00
+ pla
pha
and #%00010000
beq +
lda $00
clc
adc #%00000110
sta $00
+ pla
pha
and #%00100000
beq +
lda $00
clc
adc #%00011000
sta $00
+ pla
;pha
and #%01000000
beq +
lda $00
clc
adc #%01100000
sta $00
+ rts