mirror of
https://github.com/a2-4am/4cade.git
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278 lines
9.4 KiB
Plaintext
278 lines
9.4 KiB
Plaintext
;license:MIT
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;(c) 2018-9 by 4am
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;
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; Functions to launch games and self-running demos
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;
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; Public functions
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; - GetGameToLaunch
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; - FindGame
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; - FindGameInActionSlideshow
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; - GetGameDisplayName
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; - PlayGame
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; - Launch
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;
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; Public variables:
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; - gGameToLaunch - 0-based index into gGamesListStore (word)
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;
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gGameToLaunch
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!word $FFFF
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;------------------------------------------------------------------------------
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; AnyGameSelected
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; get index of game that is currently selected in the UI (if any)
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;
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; in: none
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; out: A/Y = gGameToLaunch (word)
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; C clear if gGameToLaunch is not #$FFFF
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; C set if gGameToLaunch is #$FFFF
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; X preserved
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;------------------------------------------------------------------------------
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AnyGameSelected
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+LD16 gGameToLaunch
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+CMP16 $FFFF
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bne ForceGoodResult
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rts ; CMP sets carry when equal
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;------------------------------------------------------------------------------
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; GetGameToLaunch
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; get filename of game that is currently selected in the UI (if any)
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;
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; in: gGameToLaunch = index into gGamesListStore (word) or #$FFFF if no game selected
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; out: C clear if a game is selected, and
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; A/Y points to game filename
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; C set if no game is selected
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;------------------------------------------------------------------------------
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GetGameToLaunch
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jsr AnyGameSelected
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bcs _gameToLaunchExit
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+ST16 WINDEX
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+LDADDR gGamesListStore
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jsr okvs_nth
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ForceGoodResult
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clc
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_gameToLaunchExit
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rts
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;------------------------------------------------------------------------------
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; FindGame
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; check if an arbitrary game exists, for some definition of 'exists'
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;
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; in: A/Y points to game filename
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; out: C clear if game exists in gGamesListStore, and
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; $WINDEX = game index, or #$FFFF if the game doesn't really
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; exist but we want to return a successful result anyway
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; C set if game does not exist (this can happen because slideshows
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; list games that require a joystick, but the games list parser
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; filters them out if the machine doesn't have a joystick)
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; all registers clobbered
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;------------------------------------------------------------------------------
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FindGame
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+ST16 @key
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jsr okvs_find
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!word gGamesListStore
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@key !word $FDFD ; SMC
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bcc GlueLaunchRTS
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; Hack to allow self-running demos that don't correspond to a game
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; filename. If the name ends in a '.', accept it unconditionally.
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ldx #$FF
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stx WINDEX
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stx WINDEX+1
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+LD16 @key
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+ST16 PARAM
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ldy #0
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lda (PARAM),y
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tay
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lda (PARAM),y
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cmp #"."
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beq ForceGoodResult
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sec
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GlueLaunchRTS
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rts
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;------------------------------------------------------------------------------
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; FindGameInActionSlideshow
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; check if an arbitrary game exists, for some definition of 'exists', while
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; in the middle of a slideshow
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;
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; /!\ This function assumes that gSlideshowStore exists and is populated,
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; which is generally only true during the callback function of a slideshow
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;
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; in: A/Y points to game filename
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; out: C clear if game exists, and
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; $WINDEX = game index, and
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; A/Y points to game display name + game info bitfield
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; C set if game can't be found by any means
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;------------------------------------------------------------------------------
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FindGameInActionSlideshow
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+ST16 @sskey
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jsr FindGame
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bcc GetGameDisplayName
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; if the game was not found, try getting the value of the current record from
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; gSlideshowStore (some games have multiple action screenshots, in which case
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; the key is only the screenshot filename, and the value is the actual game
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; filename)
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jsr okvs_get
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!word gSlideshowStore
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@sskey !word $FDFD ; SMC
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jsr FindGame
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bcs GlueLaunchRTS
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; /!\ execution falls through here to GetGameDisplayName
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;------------------------------------------------------------------------------
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; GetGameDisplayName
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; lookup or construct the display name for a specific game
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;
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; in: A/Y contains address of a key in gGamesListStore
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; out: A/Y contains address of game display name + game info bitfield
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; (this might be just the corresponding value in gGamesListStore,
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; or it might be a temporary buffer in main memory that we constructed
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; out of thin air)
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; gValLen possibly clobbered (up to gValLen+MaxInputLength)
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; X preserved
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; C clear
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;------------------------------------------------------------------------------
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GetGameDisplayName
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+ST16 SAVE
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jsr okvs_get_current ; get value for this key
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; (PTR) -> truncated game display name + info bitfield
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ldy #0
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lda (PTR), y ; A = length of truncated game display name + info bitfield
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cmp #1 ; 1 means there's no title, just info bitfield (1 byte)
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beq +
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+LD16 PTR
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clc
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rts
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+ ; game display name is truncated, we must expand it
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iny ; Y = 1
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lda (PTR), y ; A = game info bitfield
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pha ; save on stack
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dey
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lda (SAVE), y ; A = length of key
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tay
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iny
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sty @len
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sty gValLen
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lda #$24 ; BIT opcode
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sta @or ; first character remains capitalized
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ldy #1
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- lda (SAVE), y
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cmp #$49 ; 'I'
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bne +
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cmp gValLen-1,y
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beq ++ ; preserve 'II' casing
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+ cmp #$2E
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bne @or
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lda #$20 ; convert '.' to ' '
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@or ora #$20 ; SMC (opcode)
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++ sta gValLen, y
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cmp #$20
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bne +
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lda #$24 ; first character after ' ' remains capitalized
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+HIDE_NEXT_2_BYTES
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+ lda #$09 ; OR opcode
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sta @or
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@next iny
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@len=*+1
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cpy #$FD ; SMC
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bne -
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pla
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sta gValLen, y
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+LDADDR gValLen
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clc
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rts
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;------------------------------------------------------------------------------
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; PlayGame
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;
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; in: gGameToLaunch != #$FFFF
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; out: exits via the game, but also backs up the stack, which may get
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; restored in |Reenter|... what I'm saying is that we might actually
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; 'return' from this after the user is done playing the game, which is
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; a neat trick
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;------------------------------------------------------------------------------
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PlayGame
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jsr GetGameToLaunch
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; A/Y = address of game filename
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+ST16 SAVE
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+ST16 @pfile
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jsr ClearScreens ; avoid seeing code load into the HGR page
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; (clobbers $106, must do now before loading prelaunch code)
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jsr LoadFile ; load this game's prelaunch file at $106
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!word kPrelaunchDirectory
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@pfile !word $FDFD
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!word $0106
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; we start by placing the subdirectory name at gPathname+kGameDirectoryLen
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; to leave room for the GameDirectory name as the parent
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lda #kGameDirectoryLen
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sta gPathname
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+LD16 SAVE
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jsr AddToPath
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; attach the separator
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inc gPathname
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lda #'/'
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sta gPathname+1,x
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; then we save the length of the resulting string without the count byte
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dex
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txa
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pha
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; then attach the game name
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+LD16 SAVE
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jsr AddToPath
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; don't look while I do this
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; we "place" a string at gPathname+kGameDirectoryLen
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; whose length is the subdirectory name and game name
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; then we load it
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; the load sets the path to the GameDirectory
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; and then finds the subdirectory name and game name right after it
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; and attaches it to the path by overwriting the count byte
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;;sec ; carry set by AddToPath
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lda gPathname
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sbc #kGameDirectoryLen
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sta gPathname+kGameDirectoryLen
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jsr LoadFile ; load the game startup file
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!word kGameDirectory
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!word gPathname+kGameDirectoryLen
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!word 0 ; use file's default address
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pla
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sta ProDOS_prefix ; set 'root' directory to the path part
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; of the game startup file we just loaded
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; so games can load other files without
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; knowing which directory they're in
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; execution falls through here
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Launch
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jsr SwitchToBank2
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lda #$BD
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sta launchpatch
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jsr saveslot ; set proper slot information
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lda #$9D
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sta launchpatch
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jmp LaunchInternal
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Joystick
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jsr LoadFile
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!word kPrelaunchDirectory
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!word kStandardPrelaunch
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!word $0106
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jsr LoadFile
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!word kRootDirectory
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!word kJoystickFile
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!word 0
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jmp Launch
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