aboutsummaryrefslogtreecommitdiff
path: root/newtitle.s
blob: 32f72a3472bf0c9322c98a8471be05f1dee93843 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
; this file needs to be assembled with:
; cl65 -o newtitle.xex -t none newtitle.s
; It contains only an init routine, no run address.

 .include "atari.inc"

 ; where our screen was loaded (see newtitle.pl)
screendata = $9000

 ; homebrew atari xex header
 .word $ffff
 .word version
 .word end-1

 ; needs to be above the BSS (see taipan.map). we'll place it right at
 ; the end of screendata.
 .org $a800

version:
 .incbin "ver.dat"

help:
 .incbin "help.dat"

helphitbl:
 .byte >version
 .byte >help
 .byte >(help+32)
 .byte >(help+64)
 .byte 0

helplotbl:
 .byte <version
 .byte <help
 .byte <(help+32)
 .byte <(help+64)
 .byte 0

helpshowing = FR1

colorchoices:
 .byte $c0,$10,$00

colorcount = (*-colorchoices)-1

textchoices:
 .byte $0c,$0e,$0a

textcount = (*-textchoices)-1

 ; executable code here
start:
 ; setup color registers
 lda colorchoices
 sta COLOR2 ; text bg
 lda textchoices
 sta COLOR1 ; text fg

 ; turn off screen, in case vblank happens while we work
 lda #0
 sta FR0
 sta SDMCTL

 ; build our display list
 ; TODO, for now it's hardcoded (see 'dlist' below)

 ; wait for the next frame, to avoid graphics glitching
 jsr wait1jiffy

 ; setup our display list
 lda SDLSTL
 sta FR0
 lda SDLSTH
 sta FR0+1
 lda #<dlist
 sta SDLSTL
 lda #>dlist
 sta SDLSTH

 ; switch to narrow playfield, enable screen
 lda #$21
 sta SDMCTL

 ; clear any keypress that happened during loading
 lda #$ff
 sta CH

 ldx #0 ; X = index into bg color choices
 ldy #0 ; Y = index into text color choices

 ; wait for user to press a key
wait4key:
 lda colorchoices,x
 sta COLOR2
 lda textchoices,y
 sta COLOR1
 lda CH
 cmp #$ff
 beq wait4key
 cmp #28 ; Escape key
 bne not_esc

 ; show next line of help
 stx FR1+1
 ldx helpshowing
 inx
loadhelp:
 lda helphitbl,x
 bne helpok
 ldx #0
 beq loadhelp
helpok:
 sta help_lms+1
 lda helplotbl,x
 sta help_lms
 stx helpshowing
 ldx FR1+1
 clc
 bcc x_ok

not_esc:
 cmp #21 ; B key
 bne not_b
 dex
 bpl x_ok
 ldx #colorcount
 bne x_ok

not_b:
 cmp #45 ; T key
 bne keyok
 dey
 bpl x_ok
 ldy #textcount

x_ok:
 lda #$ff
 sta CH
 bne wait4key

keyok:
 ; eat the keypress
 lda #$ff
 sta CH
 rts ; return to DOS (which loads the rest of the game)

wait1jiffy:
 lda RTCLOK+2
wait:
 cmp RTCLOK+2
 beq wait
 rts

 ; display list here
dlist:
 .byte $70 ; 24 scanlines of blanks
 .byte $70
 .byte $70
; .byte $30 ; 4 more since image is only 184 lines tall

 .byte $0f | $40 ; LMS, BASIC mode 8
 .word screendata
 .repeat 127
  .byte $0f ; 127 more scanlines of mode 8
 .endrepeat

 .byte $0f | $40 ; Hit 4K boundary, LMS again
 .word screendata+$1000
 .repeat 55
  .byte $0f ; 55 more scanlines of mode 8
 .endrepeat
; .byte $30 ; blank 4 lines to match GR.8 (does it even matter?)
 .byte $02 | $40 ; LMS, 1 line of GR.0 for the version
help_lms:
 .word version
 .byte $41 ; JVB, jump & wait for vblank
 .word dlist

end:
 .word INITAD
 .word INITAD+1
 .word start