iigs-game-engine/demos/shell/App.Main.s

512 lines
17 KiB
ArmAsm

; Test driver to exercise graphics routines.
REL
DSK MAINSEG
use Locator.Macs.s
use Misc.Macs.s
use EDS.GSOS.MACS.s
use Tool222.Macs.s
use Util.Macs.s
use CORE.MACS.s
use GTE.Macs
use ../../src/Defs.s
mx %00
TSet EXT
; Feature flags
NO_INTERRUPTS equ 0 ; turn off for crossrunner debugging
NO_MUSIC equ 1 ; turn music + tool loading off
; Typical init
phk
plb
sta MyUserId ; GS/OS passes the memory manager user ID for the application into the program
_MTStartUp ; GTE requires the miscellaneous toolset to be running
jsr GTEStartUp ; Load and install the GTE User Tool
; Load a tileset
pea #^TSet
pea #TSet
_GTELoadTileSet
pea $0000
pea #^MyPalette
pea #MyPalette
_GTESetPalette
pea $0000
pea $0000
_GTESetScreenMode
; Set up our level data
jsr BG0SetUp
jsr BG1SetUp
jsr TileAnimInit
; Allocate room to load data
jsl AllocBank ; Alloc 64KB for Load/Unpack
sta BankLoad ; Store "Bank Pointer"
jsr MovePlayerToOrigin ; Put the player at the beginning of the map
lda #193 ; Tile ID of '0'
jsr InitOverlay ; Initialize the status bar
EvtLoop
jsl DoTimers
jsl Render
inc frameCount
ldal OneSecondCounter
cmp oldOneSecondCounter
beq :noudt
sta oldOneSecondCounter
jsr UdtOverlay
stz frameCount
:noudt
jsl ReadControl
and #$007F ; Ignore the buttons for now
cmp #'q'
bne :1
brl Exit
:1
cmp #'l'
bne :1_1
jsr DoLoadFG
brl EvtLoop
:1_1 cmp #'b'
bne :2
jsr DoLoadBG1
brl EvtLoop
:2 cmp #'m'
bne :3
jsr DumpBanks
brl EvtLoop
:3 cmp #'f' ; render a 'f'rame
bne :4
jsl Render
brl EvtLoop
:4 cmp #'h' ; Show the 'h'eads up display
bne :5
jsr DoHUP
brl EvtLoop
:5 cmp #'1' ; User selects a new screen size
bcc :6
cmp #'9'+1
bcs :6
sec
sbc #'1'
tax
jsl SetScreenMode
jsr MovePlayerToOrigin
brl EvtLoop
:6 cmp #'t'
bne :7
jsr DoTiles
brl EvtLoop
:7 cmp #$15 ; left = $08, right = $15, up = $0B, down = $0A
bne :8
lda #1
jsr MoveRight
brl EvtLoop
:8 cmp #$08
bne :9
lda #1
jsr MoveLeft
brl EvtLoop
:9 cmp #$0B
bne :10
lda #1
jsr MoveUp
brl EvtLoop
:10 cmp #$0A
bne :11
lda #1
jsr MoveDown
brl EvtLoop
:11 cmp #'d'
bne :12
lda #1
jsr Demo
brl EvtLoop
:12 cmp #'z'
bne :13
jsr AngleUp
brl EvtLoop
:13 cmp #'x'
bne :14
jsr AngleDown
brl EvtLoop
:14 brl EvtLoop
; Exit code
Exit
jsl EngineShutDown
_QuitGS qtRec
bcs Fatal
Fatal brk $00
MyPalette dw $0000,$0777,$0F31,$0E51,$00A0,$02E3,$0BF1,$0FA4,$0FD7,$0EE6,$0F59,$068F,$01CE,$09B9,$0EDA,$0EEE
StartMusic
pea #^MusicFile
pea #MusicFile
_NTPLoadOneMusic
pea $0001 ; loop
_NTPPlayMusic
rts
; Position the screen with the botom-left corner of the tilemap visible
MovePlayerToOrigin
lda #0 ; Set the player's position
jsl SetBG0XPos
lda #0
jsl SetBG1XPos
lda TileMapHeight
asl
asl
asl
sec
sbc ScreenHeight
pha
jsl SetBG0YPos
pla
jsl SetBG1YPos
rts
ClearBankLoad
lda BankLoad
phb
pha
plb
ldx #$FFFE
:lp sta: $0000,x
dex
dex
cpx #0
bne :lp
plb
plb
rts
SecondsStr str 'SECONDS'
TicksStr str 'TICKS'
; Print a bunch of messages on screen
DoHUP
lda #SecondsStr
ldx #{160-12*4}
ldy #$7777
jsr DrawString
lda OneSecondCounter ; Number of elapsed seconds
ldx #{160-4*4} ; Render the word 4 charaters from right edge
jsr DrawWord
lda #TicksStr
ldx #{8*160+160-12*4}
ldy #$7777
jsr DrawString
PushLong #0
_GetTick
pla
plx
ldx #{8*160+160-4*4}
jsr DrawWord
rts
; Fill up the virtual buffer with tile data
DoTiles
:row equ 1
:column equ 3
:tile equ 5
pea $0000 ; Allocate local variable space
pea $0000
pea $0000
:rowloop
lda #0
sta :column,s
lda #$0010
sta :tile,s
:colloop
lda :row,s
tay
lda :column,s
tax
lda :tile,s
jsl CopyBG0Tile
lda :column,s
inc
sta :column,s
cmp #41
bcc :colloop
lda :row,s
inc
sta :row,s
cmp #26
bcc :rowloop
pla ; restore the stack
pla
pla
rts
; Load a binary file in the BG1 buffer
DoLoadBG1
lda BankLoad
ldx #BG1DataFile
jsr LoadFile
ldx BankLoad
lda #0
ldy BG1DataBank
jsl CopyBinToBG1
lda BankLoad
ldx #BG1AltDataFile
jsr LoadFile
lda altBG1Bank
jsl SetBG1Bank
ldx BankLoad
lda #0
ldy BG1DataBank
jsl CopyBinToBG1
rts
; Load a raw pixture into the code buffer
DoLoadFG
lda BankLoad
ldx #FGName
jsr LoadFile
ldx BankLoad ; Copy it into the code field
lda #0
jsl CopyBinToField
rts
; Load a simple picture format onto the SHR screen
DoLoadPic
lda BankLoad
ldx #ImageName ; Load+Unpack Boot Picture
jsr LoadPicture ; X=Name, A=Bank to use for loading
ldx BankLoad ; Copy it into the code field
lda #0
jsl CopyPicToField
rts
; Graphics helpers
LoadPicture
jsr LoadFile ; X=Nom Image, A=Banc de chargement XX/00
bcc :loadOK
rts
:loadOK
jsr UnpackPicture ; A=Packed Size
rts
UnpackPicture sta UP_PackedSize ; Size of Packed Data
lda #$8000 ; Size of output Data Buffer
sta UP_UnPackedSize
lda BankLoad ; Banc de chargement / Decompression
sta UP_Packed+1 ; Packed Data
clc
adc #$0080
stz UP_UnPacked ; On remet a zero car modifie par l'appel
stz UP_UnPacked+2
sta UP_UnPacked+1 ; Unpacked Data buffer
PushWord #0 ; Space for Result : Number of bytes unpacked
PushLong UP_Packed ; Pointer to buffer containing the packed data
PushWord UP_PackedSize ; Size of the Packed Data
PushLong #UP_UnPacked ; Pointer to Pointer to unpacked buffer
PushLong #UP_UnPackedSize ; Pointer to a Word containing size of unpacked data
_UnPackBytes
pla ; Number of byte unpacked
rts
UP_Packed hex 00000000 ; Address of Packed Data
UP_PackedSize hex 0000 ; Size of Packed Data
UP_UnPacked hex 00000000 ; Address of Unpacked Data Buffer (modified)
UP_UnPackedSize hex 0000 ; Size of Unpacked Data Buffer (modified)
; Basic I/O function to load files
LoadFile
stx openRec+4 ; X=File, A=Bank (high word) assumed zero for low
stz readRec+4
sta readRec+6
jsr ClearBankLoad
:openFile _OpenGS openRec
bcs :openReadErr
lda openRec+2
sta eofRec+2
sta readRec+2
_GetEOFGS eofRec
lda eofRec+4
sta readRec+8
lda eofRec+6
sta readRec+10
_ReadGS readRec
bcs :openReadErr
:closeFile _CloseGS closeRec
clc
lda eofRec+4 ; File Size
rts
:openReadErr jsr :closeFile
nop
nop
PushWord #0
PushLong #msgLine1
PushLong #msgLine2
PushLong #msgLine3
PushLong #msgLine4
_TLTextMountVolume
pla
cmp #1
bne :loadFileErr
brl :openFile
:loadFileErr sec
rts
msgLine1 str 'Unable to load File'
msgLine2 str 'Press a key :'
msgLine3 str ' -> Return to Try Again'
msgLine4 str ' -> Esc to Quit'
; Data storage
MusicFile str '1/main.ntp'
BG1DataFile strl '1/bg1a.bin'
BG1AltDataFile strl '1/bg1b.bin'
ImageName strl '1/test.pic'
FGName strl '1/fg1.bin'
openRec dw 2 ; pCount
ds 2 ; refNum
adrl FGName ; pathname
eofRec dw 2 ; pCount
ds 2 ; refNum
ds 4 ; eof
readRec dw 4 ; pCount
ds 2 ; refNum
ds 4 ; dataBuffer
ds 4 ; requestCount
ds 4 ; transferCount
closeRec dw 1 ; pCount
ds 2 ; refNum
qtRec adrl $0000
da $00
; Load the GTE User Tool and install it
GTEStartUp
pea $0000
_LoaderStatus
pla
pea $0000
pea $0000
pea $0000
pea $0000
pea $0000 ; result space
lda MyUserId
pha
pea #^ToolPath
pea #ToolPath
pea $0001 ; do not load into special memory
_InitialLoad
bcc :ok1
brk $01
:ok1
ply
pla ; Address of the loaded tool
plx
ply
ply
pea $8000 ; User toolset
pea $00A0 ; Set the tool set number
phx
pha ; Address of function pointer table
_SetTSPtr
bcc :ok2
brk $02
:ok2
clc ; Give GTE a page of direct page memory
tdc
adc #$0100
pha
pea #ENGINE_MODE_DYN_TILES+ENGINE_MODE_TWO_LAYER ; Enable Dynamic Tiles and Two Layer
lda MyUserId ; Pass the userId for memory allocation
pha
_GTEStartUp
bcc :ok3
brk $03
:ok3
rts
PUT App.Msg.s
PUT Actions.s
PUT font.s
PUT gen/App.TileMapBG0.s
PUT gen/App.TileMapBG1.s
PUT gen/App.TileSetAnim.s
PUT Overlay.s