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

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;license:MIT
;(c) 2018-9 by 4am
;
; HGR title and action slideshows
;
; Public functions
; - HGRTitleSlideshow
; - HGRActionSlideshow
; - HGRSingle
;
!zone {
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
HGRSingle
jsr SetPath
jsr LoadFile ; load HGR screenshot at $4000
jsr .LoadHGRTransition ; load transition effect code at $6000
+LDADDR $6000
jmp ExecuteTransitionAndWait
;------------------------------------------------------------------------------
; .HGRTitleCallback [private]
; 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 /TITLE.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 SAVE
lda KBD
bpl +
@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, SAVE
+LDADDR $6000
jmp ExecuteTransitionAndWait
;------------------------------------------------------------------------------
; .HGRActionCallback [private]
; 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.HGR/)
; 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 SAVE
+STAY @slideshowKey
lda KBD
bpl +
@actionExit
rts
+
stx gCurrentlyVisibleSlideshowIndex
; load HGR screenshot at $4000
+LOAD_FILE kHGRActionDirectory, SAVE
; try to get the human-readable name of this game from gGamesListStore
; and display it in the bottom-left corner
+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, in which case the filename of
; the action screenshot is not the game name, but the value is)
jsr okvs_get
!word gSlideshowStore
@slideshowKey
!word $FDFD ; SMC
+STAY @key3
jsr okvs_get
!word gGamesListStore
@key3 !word $FDFD ; SMC
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
ldx #0
stx HTAB
ldx #22
stx VTAB
ldy #0
lda (SAVE),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 SAVE
jsr SetPath
+LDADDR gPathname
sec
jsr DrawString
ldx #2
+LDADDR @rightline
sec
jsr DrawBuffer
+LDADDR $6000
jmp ExecuteTransitionAndWait
@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 [private]
; looks up name of next HGR transition effect in FX.CONF and loads that file
; at $6000
; in: gGlobalPrefsStore has been initialized
; out: all registers and flags clobbered
; $6000..$BFFF contains transition effect code
;------------------------------------------------------------------------------
.LoadHGRTransition
+LDADDR kFXConfFile
jsr SetPath
jsr LoadFile ; load HGR transition effects list into $8000
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
}