GSCats/titleScreen.s

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ArmAsm
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;
; titleScreen
; A friendly place to start the game
;
; Created by Quinn Dunki on 7/23/23
;
.a16
.i16
titlePalette:
.word $06af,$0072,$0072,$0861,$0c93,$0eb4,$0d66,$0f9a,$0777,$0d00,$0bbb,$ddd,$007b,$0a5b,$0000,$0fff
TITLE_ANIMATION_FRAMES = 5
CAT_DELAY = 300
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CAT0_VRAM = $5d79
CAT1_VRAM = $5da0
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; titleScreen
;
; Shows the title screen and main game menu
;
titleScreen:
lda #%10000000 ; Set all SCBs to 320, no interrupts, palette 0
jsr initSCBs
stz leftScreenEdge
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; Copy title screen art from where it was loaded in bank 6
; This isn't fast, but doesn't need to be
ldx #0
titleScreenCopyLoop:
lda $060000,x
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sta SHADOWVRAM,x
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inx
inx
cpx #$7d00
bne titleScreenCopyLoop
; Set up sprite rendering
BITS8
lda #3
sta SpriteBankBank00+3 ; Tell compiled sprites what bank they are in
BITS16
; Set up audio
jsr initSoundSystem
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; Render menu text
jsr titleScreenRenderMenu
jsr setBorderAtScanLine
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; Fade in
lda #titlePalette
sta PARAML2
jsr paletteFade
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ldy #CAT0_VRAM ; Save a generic background to erase cats
jsr protectAnimation16x16
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titleScreenMainLoop:
; Track animations
;jsr syncOverscanBottom ; This looks awesome but makes interactivity terrible
jsr syncVBL
;BORDER_COLOR #$7
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lda titleAnimationCounter
inc
cmp TITLE_ANIMATION_FRAMES
jsr titleScreenResetAnimation
; Update current animation if needed
lda animationState+AS_CURRENTFRAME
bmi titleScreenIdle
jsr tickAnimation
bra titleScreenKeyboard
titleScreenIdle:
; Time start of cat 0 animation
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lda animationDelay0
dec
bne titleScreenStillCat
lda #CAT_DELAY
sta animationDelay0
; Start new cat 0 animation
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ldy #CAT0_VRAM
jsr unrenderAnimation16x16
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lda #titleAnimationPos0
sta PARAML0
ldx #TITLE_ANIMATION_FRAMES
ldy #30
lda #ANIMATION_SIZE_16x32
jsr startAnimation
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bra titleScreenNextCat
titleScreenStillCat:
; Render idle cat 0
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sta animationDelay0
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ldy #CAT0_VRAM
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lda #29
jsr drawSpriteBankSafe
titleScreenNextCat:
; Time start of cat 1 animation
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lda animationDelay1
dec
bne titleScreenStillCat2
lda #CAT_DELAY
sta animationDelay1
; Start new cat 1 animation
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ldy #CAT1_VRAM
jsr unrenderAnimation16x16
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lda #titleAnimationPos1
sta PARAML0
ldx #TITLE_ANIMATION_FRAMES
ldy #21
lda #ANIMATION_SIZE_16x32
jsr startAnimation
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bra titleScreenKeyboard
titleScreenStillCat2:
; Render idle cat 1
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sta animationDelay1
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ldy #CAT1_VRAM
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lda #20
jsr drawSpriteBankSafe
titleScreenKeyboard:
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; Check for selection
jsr kbdScanTitle
jsr kbdScanDebug
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lda menuActionRequested
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beq titleScreenMainLoopEndFrame
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cmp #-1
beq titleScreenKeyboardMenuUp
cmp #1
beq titleScreenKeyboardMenuDown
cmp #2
beq titleScreenKeyboardMenuGo
bra titleScreenMainLoopEndFrame
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titleScreenResetAnimation:
stz titleAnimationCounter
rts
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titleScreenKeyboardMenuUp:
lda menuSelection
beq titleScreenMainLoopEndFrame
dec
sta menuSelection
jsr titleScreenRenderMenu
bra titleScreenMainLoopEndFrame
titleScreenKeyboardMenuDown:
lda menuSelection
cmp #2
beq titleScreenMainLoopEndFrame
inc
sta menuSelection
jsr titleScreenRenderMenu
bra titleScreenMainLoopEndFrame
titleScreenKeyboardMenuGo:
lda menuSelection
beq titleScreenBeginGame
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cmp #1
beq titleScreenHelp
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cmp #2
beq titleScreenQuit
titleScreenMainLoopEndFrame:
stz menuActionRequested
jmp titleScreenMainLoop
titleScreenBeginGame:
; Transition to gameplay
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jsr titleScreenRemoveBorderEffect
stz menuActionRequested
lda #skyPalette
sta PARAML2
jsr paletteFade
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jmp beginGameplay
titleScreenQuit:
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jsr titleScreenRemoveBorderEffect
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jmp quitGame
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titleScreenHelp:
jsr titleScreenRemoveBorderEffect
stz menuActionRequested
; Fade out
lda #skyPalette
sta PARAML2
jsr paletteFade
jmp titleScreenRenderHelp
titleScreenRemoveBorderEffect:
jsr unsetVBLInterruptVector
jsr unsetScanLineInterruptVector
rts
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titleAnimationCounter:
.word 0
titleAnimationPos0:
.word 114,120
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titleAnimationPos1:
.word 192,120
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animationDelay0:
.word CAT_DELAY/2
animationDelay1:
.word CAT_DELAY
menuActionRequested:
.word 0
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selectionString:
pstring "[[[[[[[[[[[[[[[["
unselectionString:
pstring "\\\\\\\\\\\\\\\\"
startString:
pstring "BEGIN GAME"
helpString:
pstring "HOW TO PLAY"
quitString:
pstring "QUIT"
menuSelection:
.word 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; titleScreenRenderMenu
;
; Render the game menu
;
; Trashes A
;
titleScreenRenderMenu:
ldy #$78f0
jsr titleScreenUnRenderSelection
lda menuSelection
bne titleScreenRenderMenuItem0
ldy #$78f0
jsr titleScreenRenderSelection
titleScreenRenderMenuItem0:
lda #startString
sta PARAML0
lda #1
ldy #$78fc
jsl renderStringFar
ldy #$7f30
jsr titleScreenUnRenderSelection
lda menuSelection
cmp #1
bne titleScreenRenderMenuItem1
ldy #$7f30
jsr titleScreenRenderSelection
titleScreenRenderMenuItem1:
lda #helpString
sta PARAML0
lda #1
ldy #$7f39
jsl renderStringFar
ldy #$8570
jsr titleScreenUnRenderSelection
lda menuSelection
cmp #2
bne titleScreenRenderMenuItem2
ldy #$8570
jsr titleScreenRenderSelection
titleScreenRenderMenuItem2:
lda #quitString
sta PARAML0
lda #1
ldy #$8588
jsl renderStringFar
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; titleScreenRenderSelection
;
; Render the menu selection bar
;
; Y = VRAM position of bar
;
titleScreenRenderSelection:
lda #selectionString
sta PARAML0
lda #1
jsl renderStringFar
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; titleScreenUnRenderSelection
;
; Unrender the menu selection bar
;
; Y = VRAM position of bar
;
titleScreenUnRenderSelection:
lda #unselectionString
sta PARAML0
lda #1
jsl renderStringFar
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; titleScreenRenderHelp
;
; Render the help menu
;
titleScreenRenderHelp:
SAVE_AXY
; Clear screen
ldx #0
ldy #200
jsr colorFill
; Draw help text
lda #helpText0
sta PARAML0
ldy #$2c8a
lda #1
jsl renderStringFar
lda #helpText1
sta PARAML0
ldy #$32ca
lda #1
jsl renderStringFar
lda #helpText2
sta PARAML0
ldy #$390a
lda #1
jsl renderStringFar
lda #helpText3
sta PARAML0
ldy #$4bed
lda #2
jsl renderStringFar
lda #helpText4
sta PARAML0
ldy #$572d
lda #2
jsl renderStringFar
lda #helpText5
sta PARAML0
ldy #$6265
lda #2
jsl renderStringFar
lda #helpText6
sta PARAML0
ldy #$6dad
lda #2
jsl renderStringFar
lda #helpText7
sta PARAML0
ldy #$78ed
lda #2
jsl renderStringFar
lda #helpText8
sta PARAML0
ldy #$8435
lda #2
jsl renderStringFar
lda #helpText9
sta PARAML0
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ldy #$90b7
lda #1
jsl renderStringFar
; Fade in
lda #titlePalette
sta PARAML2
jsr paletteFade
jsr kbdWaitForAnyKey
; Fade out
lda #skyPalette
sta PARAML2
jsr paletteFade
RESTORE_AXY
jmp titleScreen
helpText0:
pstring "SPROCKET AND TINKER DO NOT GET ALONG!"
helpText1:
pstring "YOUR GOAL IS TO ANGER THE OTHER CAT"
helpText2:
pstring "SO MUCH THAT SHE PEES AND RUNS OFF."
helpText3:
pstring "_^ AIM"
helpText4:
pstring "\] POWER"
helpText5:
pstring "`ab FIRE"
helpText6:
pstring "ef WEAPON"
helpText7:
pstring "cd SCROLL"
helpText8:
pstring "g QUIT"
helpText9:
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pstring "PRESS ANY KEY"