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114 lines
4.1 KiB
Plaintext
114 lines
4.1 KiB
Plaintext
;license:MIT
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;(c) 2018-2020 by 4am
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;
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; GAMES.CONF parser
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;
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; Public functions:
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; - ParseGamesList
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;
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;------------------------------------------------------------------------------
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; ParseGamesList
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; parse buffer with ABC,KEY=VALUE lines of text into an okvs
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; keys and values limited to 127 characters, which should be enough for anyone
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; '[' character at beginning of line ends the parsing
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; (see games.conf file for more format information)
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;
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; in: stack contains 4 bytes of parameters:
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; +1 [word] handle to storage space for okvs
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; +3 [word] handle to buffer containing contents of GAMES.CONF
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; out: all registers and flags clobbered
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; $1F00..$1FFF clobbered
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; $00/$01 clobbered
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; $02/$03 clobbered
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; $04/$05 has the address of the next available byte after the okvs
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; $FE/$FF clobbered
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;------------------------------------------------------------------------------
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ParseGamesList
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+PARAMS_ON_STACK 4
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+LDPARAM 1
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+ST16 @store2
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jsr SetKeyPtr
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ldy #$00 ; index into ($FE) pointing to current character
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beq @newkey ; always branches
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@skipLine ; skip to CR
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jsr IncAndGetChar
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cmp #$0A ; CR
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bne @skipLine
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@newkey ldx #$00 ; X = index into current key
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stx gValLen ; initialize value length (in case this line has no value)
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@emptyline
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jsr IncAndGetChar ; get first filter character ('1' if game requires joystick)
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cmp #$0A ; ignore blank line
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beq @emptyline
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cmp #$5B ; '[' ends the parsing
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beq @exit
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cmp #$30 ; '0' -> no filtering on joystick
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beq @filterOnMemory
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cmp #$31 ; not '0' or '1' or '[' or CR -> ignore entire line (e.g. comment)
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bne @skipLine
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bit zpMachineStatus
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bpl @skipLine ; game requires joystick but we don't have one, so ignore entire line
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@filterOnMemory
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jsr IncAndGetChar ; get second filter character ('1' if game requires 128K)
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cmp #$30 ; '0' -> no filtering on memory
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beq @parseDHGRTitle
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cmp #$31 ; not '0' or '1' -> ignore entire line
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bne @skipLine
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bit zpMachineStatus
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bvc @skipLine ; game requires 128K but we only have 64K, so ignore entire line
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@parseDHGRTitle
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jsr IncAndGetChar ; get third character ('1' if game has DHGR title)
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and #$01
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pha
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@parseCheatsAvailable
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jsr IncAndGetChar ; get fourth character (cheat category, int)
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and #CHEAT_CATEGORY
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pha
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@swallowComma
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jsr IncAndGetChar
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@gatherKey
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jsr IncAndGetChar
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cmp #$0A ; CR -> finalize key, no value
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beq @endKey
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cmp #$3D ; '=' ends the key
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beq @endKey
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sta gKey,x
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inx
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bpl @gatherKey
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@endKey stx gKeyLen
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ldx #$00 ; now X = index into the current value
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cmp #$0A
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beq @endValue
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@gatherValue
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jsr IncAndGetChar
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cmp #$0A ; CR ends the value
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beq @endValue
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sta gVal,x
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inx
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bpl @gatherValue
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@endValue
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pla ; pop cheat category
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sta gVal,x ; store after game display name
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pla ; pop has-DHGR-title flag
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lsr
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ror
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ora gVal,x
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sta gVal,x ; store in bit 7 of same byte as cheat category
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inx
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stx gValLen
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tya
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pha ; okvs functions clobber everything but we need Y
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jsr okvs_append
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@store2 !word $FDFD ; SMC
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!word gKeyLen
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!word gValLen
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!byte 0
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pla ; pop saved Y
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tay
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jmp @newkey
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@exit rts
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