;; ======================================================================== ;; ;; Mission Menu ;; ;; ======================================================================== ;; FMTSEL EQU gen_fgbg_card(0, GROM, Yellow, Blue) FMTUNS EQU gen_fgbg_card(0, GROM, Tan, Black) WORLDMENU PROC SETISR CKPTISR MVO R0, TMP CALL HALTENGINE CALL SFXINIT MVI COURSE, R2 @@again: ANDI #7, R2 MVO R2, COURSE @@world: SETISR JRR5 CALL CLRSCR P16_FGBG 0, 3, White, Black, "SELECT MISSION" ;; ------------------------------------------------------------ ;; ;; Print currently selected course name. ;; ;; ------------------------------------------------------------ ;; MVI COURSE, R5 ANDI #$6, R5 CMPI #6, R5 ADDI #CNAME, R5 MVI@ R5, R0 ; Get name of course MVI@ R5, R1 ; Get position to print it MOVR R1, R4 ; \ SWAP R1 ; |_ Unpack color from upper nibble SLR R1, 2 ; | SLR R1, 2 ; | ANDI #$F, R1 ; / ANDI #$FF, R4 ; \_ unpack position from lower byte ADDI #$200, R4 ; / CALL P16.R ;; ------------------------------------------------------------ ;; ;; Load up graphics associated with selected world. ;; ;; ------------------------------------------------------------ ;; CALL LOADCRP ; Load creeps associated with world MVII #1, R1 ; \ MVI COURSE, R2 ; | Force to "INCITY", taking CMPI #6, R2 ; |- into account that Mercury ADCR R1 ; | needs INCITY = 2. MVO R1, INCITY ; / CALL SETGFX ; Load background GFX for this world SETISR FIXGFX ; Invert either top or middle GFX ; because we are using FGBG mode. ;; ------------------------------------------------------------ ;; ;; Draw a small sample of the selected world. This lives in ;; ;; an 8 x 8 box on the left side of the display. ;; ;; ------------------------------------------------------------ ;; MVI COURSE, R1 CMPI #6, R1 BC @@draw_merc SLR R1, 1 ADDI #CITYMNU, R1 MVI@ R1, R2 ; \_ R2 has card to draw in city ADDI #gen_fgbg_card(CCARD + 7, GRAM, Black, Black), R2 MVII #disp_ptr(6,1), R4 ; \ MVII #disp_ptr(7,1), R5 ; |_ Reuse DRAWGAME's code to MVII #2, R0 ; | draw the city MVII #@@draw_mntn, R3 ; / B DRAWGAME.city_fill1 @@draw_mntn MVII #gen_fgbg_card(TCARD + 7, GRAM, Black, Black), R2 MVI COURSE, R1 SLR R1, 1 ADDI #MNTNMNU, R1 ADD@ R1, R2 MOVR R2, R1 MVII #disp_ptr(3,1), R4 MVII #disp_ptr(4,1), R5 MVII #2, R0 MVII #@@finish_mntn, R3 B DRAWGAME.city_fill1 @@finish_mntn: SUBI #4*8, R1 MOVR R1, R2 MVII #2, R0 MVII #disp_ptr(5,1), R4 MVII #@@done_draw, R5 B DRAWGAME.mntn_loop @@draw_merc CALL @@mntn_loop ; DECLE gen_fgbg_card(CCARD+2, GRAM, Green, YellowGreen) DECLE disp_ptr(3,1) CALL @@mntn_loop ; DECLE gen_fgbg_card(CCARD+3, GRAM, Green, YellowGreen) DECLE disp_ptr(9,1) MVII #gen_fgbg_card(TCARD+7, GRAM, Green, DarkGreen), R2 MVII #disp_ptr(5,1), R4 ; first 2 rows MVII #disp_ptr(6,1), R5 ; first 2 rows MVII #@@a, R3 ; MVII #2, R0 B DRAWGAME.city_fill1 ; fill 2 rows of background rocks @@a CALL @@mntn_loop ; fill 1 row of background cards DECLE gen_fgbg_card(TCARD+2, GRAM, Green, DarkGreen) DECLE disp_ptr(7,1) ; 3rd row CALL @@mntn_loop ; fill 1 row of background cards DECLE gen_fgbg_card(TCARD+3, GRAM, Green, DarkGreen) DECLE disp_ptr(8,1) ; 4th row CALL @@mntn_loop ; fill 1 row of background cards DECLE gen_fgbg_card(TCARD+3, GRAM, Green, DarkGreen) DECLE disp_ptr(4,1) ; 0th row CALL FILLMEM.vlp DECLE gen_fgbg_card(0, GROM, Black, YellowGreen) DECLE 8 DECLE disp_ptr(10,1) B @@skip_ground @@mntn_loop MVI@ R5, R2 MVI@ R5, R4 MVII #2, R0 B DRAWGAME.mntn_loop @@done_draw: ;; ------------------------------------------------------------ ;; ;; Draw the fixed portion of the scene that includes ground ;; ;; and the crater row. ;; ;; ------------------------------------------------------------ ;; MVI COURSE, R5 ANDI #$6, R5 ADDI #GROWMNU, R5 MVI@ R5, R0 MVI@ R5, R1 PSHR R1 CALL FILLMEM.lp DECLE 8 DECLE disp_ptr(8,1) PULR R0 ; MVII #8, R1 ; MVII #disp_ptr(9,1), R4 CALL FILLMEM.lp DECLE 8 DECLE disp_ptr(9,1) CALL FILLMEM.vlp DECLE gen_fgbg_card(0, GROM, Black, Orange) DECLE 8 DECLE disp_ptr(10,1) @@skip_ground: ;; ------------------------------------------------------------ ;; ;; Now set up a little activity scene to give it some life. ;; ;; ------------------------------------------------------------ ;; CALL WAIT1 MVI COURSE, R0 ; \ ANDI #6, R0 ; | MOVR R0, R1 ; | SLL R1, 2 ; |- Pick MOB set as 18 * planet # SLL R1, 1 ; | ADDR R1, R0 ; | ADDI #VIGMOB, R0 ; / MVO R0, SDAT SETISR FIXMOB ;; ------------------------------------------------------------ ;; ;; Display the top scores for this world. ;; ;; ------------------------------------------------------------ ;; MVI COURSE, R4 ANDI #6, R4 ADDR R4, R4 ADDI #TOPSCO, R4 SDBD MVI@ R4, R0 PSHR R4 CALL DISPSCORE2 DECLE disp_ptr(7, 12) PULR R4 SDBD MVI@ R4, R0 CALL DISPSCORE2 DECLE disp_ptr(10, 12) ;; ------------------------------------------------------------ ;; ;; Display and highlight Beginner or Champion. ;; ;; ------------------------------------------------------------ ;; @@skill: MVII #FMTSEL, R1 MVII #FMTUNS, R2 MVI COURSE, R0 SARC R0 BNC @@beginner ; MVII #FMTSEL, R2 ; MVII #FMTUNS, R1 XORR R1, R2 XORR R2, R1 XORR R1, R2 @@beginner PSHR R2 CALL P16.LP DECLE disp_ptr(6, 10), BEGINNER PULR R1 CALL P16.LP DECLE disp_ptr(9, 10), CHAMPION ;; ------------------------------------------------------------ ;; ;; Ok, with that all set up, now wait for user input. ;; ;; Tap left/right to select world, up/down for beg/champ, ;; ;; action button or enter to accept. ;; ;; ------------------------------------------------------------ ;; ; SETISR MENUISR ; MVI TMP, R0 ; TSTR R0 ; BNEQ @@notink CALL TINK @@notink: CLRR R0 MVO R0, TMP MVO R0, TMP+1 CALL MENUINP BPL @@leave MVI COURSE, R2 MOVR R2, R3 SARC R0, 2 BC @@down BOV @@right SARC R0, 2 BC @@up BNOV @@notink @@left: SUBI #2, R2 B @@again @@right: ADDI #2, R2 B @@again @@down: ANDI #$6, R2 INCR R2 B @@maybe @@up: ANDI #$6, R2 @@maybe CMPR R2, R3 BEQ @@notink MVO R2, COURSE B @@skill @@leave: CLRR R0 MVO R0, INCITY SETISR SETCSG CALL WAIT DECLE 1 B WORLDMENU_RET ENDP ;; ======================================================================== ;; ;; FIXGFX Invert either top or middle GFX based on course. ;; ;; ======================================================================== ;; FIXGFX PROC DIS MVI COURSE, R0 ANDI #2, R0 MVII #TOPGR, R4 BEQ @@inv_mntn MVII #MIDGR, R4 @@inv_mntn: MOVR R4, R5 MVII #64, R1 @@loop MVI@ R4, R0 COMR R0 MVO@ R0, R5 DECR R1 BNEQ @@loop MVI COURSE, R0 CMPI #6, R0 BLT @@not_merc MVII #MIDGR+8, R4 MOVR R4, R5 MVII #32, R1 MVII #8, R2 @@loopm: MVI@ R4, R0 COMR R0 MVO@ R0, R5 DECR R2 BNEQ @@n MVII #8, R2 ADDR R2, R4 ADDR R2, R5 @@n DECR R1 BNEQ @@loopm MVII #$3000 + $92*8, R4 MVII #$3800, R5 @@copy MVI@ R4, R0 MVO@ R0, R5 CMPI #$3808, R5 BNEQ @@copy @@not_merc MVII #GGRAM, R4 MOVR R4, R5 MVII #8, R1 @@loop2 MVI@ R4, R0 COMR R0 MVO@ R0, R5 DECR R1 BNEQ @@loop2 MVII #32, R1 MVII #$3978, R4 MVII #HUT+12, R5 @@hloop: MVI@ R5, R0 MVO@ R0, R4 SWAP R0 MVO@ R0, R4 DECR R1 BNEQ @@hloop EIS SETISR MISCISR.1 B MISCISR.wtimer ENDP ;; ======================================================================== ;; ;; MENUISR Really simple ISR once we arrive at menu. ;; ;; ======================================================================== ;; MENUISR PROC MVO R0, $21 B MISCISR ENDP ;; ======================================================================== ;; ;; xxxxMNU Color schemes for mountain, city and ground row while in menu ;; ;; ======================================================================== ;; MNTNMNU PROC DECLE gen_fgbg_card(0, GROM, Black, Cyan) ; Invert mntn DECLE gen_fgbg_card(0, GROM, Red, Black) DECLE gen_fgbg_card(0, GROM, Black, YellowGreen) ; Invert mntn ENDP CITYMNU PROC DECLE gen_fgbg_card(0, GROM, Yellow, Cyan) DECLE gen_fgbg_card(0, GROM, Red, Tan) ; Invert city DECLE gen_fgbg_card(0, GROM, Yellow, YellowGreen) ENDP GROWMNU PROC DECLE gen_fgbg_card(0, GROM, Black, Yellow) DECLE gen_fgbg_card(GCARD, GRAM, Yellow, Orange) DECLE gen_fgbg_card(0, GROM, Black, Tan ) DECLE gen_fgbg_card(GCARD, GRAM, Tan, Orange) DECLE gen_fgbg_card(0, GROM, Black, Yellow) DECLE gen_fgbg_card(GCARD, GRAM, Yellow, Orange) ENDP ;; ======================================================================== ;; ;; FIXMOB Copy over a slate of MOBs for the menu ;; ;; ======================================================================== ;; FIXMOB PROC MVI SDAT, R4 CLRR R5 MVII #3, R2 @@oloop MVII #6, R1 @@loop MVI@ R4, R0 MVO@ R0, R5 DECR R1 BNEQ @@loop ADDI #2, R5 DECR R2 BNEQ @@oloop SETISR MENUISR B MENUISR ENDP ;; ======================================================================== ;; ;; SPREC: Modified SPENT (see gfx/mobattr.asm) used for setting up the ;; ;; vignettes that adorn the mission control screen ;; ;; ======================================================================== ;; MACRO SPREC lbl,xsiz,xofs,yres,ysiz,xmir,ymir,yofs,color,card @@%lbl%0: SET _X.visb + _X.%xsiz% + (%xofs%) @@%lbl%1: SET _Y.%yres% + _Y.%ysiz% + _Y.%ymir% + _Y.%xmir% + (%yofs%) @@%lbl%2: SET %color% + 8*%card% ENDM MACRO SPEMIT a,b,c,d,e,f DECLE @@%a%0, @@%b%0, @@%c%0, @@%d%0, @@%e%0, @@%f%0 DECLE @@%a%1, @@%b%1, @@%c%1, @@%d%1, @@%e%1, @@%f%1 DECLE @@%a%2, @@%b%2, @@%c%2, @@%d%2, @@%e%2, @@%f%2 ENDM ;; ======================================================================== ;; ;; VIGMOB MOB programming for the vignettes ;; ;; ======================================================================== ;; VIGMOB PROC @@moon: SPREC a, xsiz,20, na ,siz2,na ,na ,48, X_PNK, $121 ; pink SPREC b, xsiz,40, na ,siz1,na ,na ,33, X_BLU, $122 ; blue SPREC c, xsiz,50, na ,siz2,na ,na ,43, X_PNK, $121 ; blue SPREC d, na ,20, na ,siz2,na ,na ,58, X_WHT, $126 ; bullet SPREC e, na ,45, na ,siz2,na ,na ,63, X_WHT, $126 ; bullet SPREC f, na ,55, na ,siz2,na ,na ,48, X_WHT, $126 ; bullet SPEMIT a,b,c,d,e,f @@mars: SPREC a, xsiz,40, na ,siz2,na ,na ,29, X_GRY, $123 ; spinner SPREC b, na ,65, na ,siz2,na ,na ,73, X_GRN, $120 ; turret SPREC c, na ,55, na ,siz2,na ,na ,43, X_WHT, $124 ; spinner bullet SPREC d, na ,47, na ,na ,na ,na ,74, X_BLK, $00D ; turret bullet SPREC e, xsiz,20, na ,siz1,na ,na ,43, X_YGR, $11A ; saucer SPREC f, na ,23, na ,siz2,na ,na ,70, X_WHT, $126 ; saucer bullet SPEMIT a,b,c,d,e,f @@pluto: SPREC a, na ,22, na ,siz1,na ,na ,30, X_PUR, $121 ; SPREC b, na ,63, na ,siz1,xmir,na ,48, X_RED, $11A ; SPREC c, xsiz,33, na ,siz2,na ,na ,75, X_WHT, $00E ; mine SPREC d, xsiz,49, na ,siz2,na ,na ,74, X_RED, $00E ; mine SPREC e, na ,20, na ,siz2,na ,na ,48, X_WHT, $126 ; saucer bullet SPREC f, na ,60, na ,siz2,na ,na ,60, X_WHT, $126 ; saucer bullet SPEMIT a,b,c,d,e,f @@mercury: SPREC a, na ,50, na ,siz1,na ,na ,48, X_CYN, $123 SPREC b, na ,25, na ,siz1,na ,na ,38, X_ORG, $121 SPREC c, na ,65, na ,siz2,na ,na ,63, X_WHT, $124 ; spinner bullet SPREC d, na ,34, na ,siz2,na ,na ,53, X_DGR, $100 SPREC e, na ,42, na ,siz2,na ,na ,63, X_DGR, $100 SPREC f, na ,58, na ,siz2,na ,na ,38, X_DGR, $100 SPEMIT a,b,c,d,e,f ENDP ;; ======================================================================== ;; ;; TINK This should sound familiar ;; ;; ======================================================================== ;; TINK PROC MVII #@@tbl, R4 B INITMEM.2 @@tbl: INIT $1F0, $18 INIT $1F4, $00 INIT $1F3, $80 INIT $1F7, $00 INIT $1FB, $3F INIT $1FA, $00 INIT_DONE ENDP __ ;* ======================================================================== *; ;* This program is free software; you can redistribute it and/or modify *; ;* it under the terms of the GNU General Public License as published by *; ;* the Free Software Foundation; either version 2 of the License, or *; ;* (at your option) any later version. *; ;* *; ;* This program is distributed in the hope that it will be useful, *; ;* but WITHOUT ANY WARRANTY; without even the implied warranty of *; ;* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *; ;* General Public License for more details. *; ;* *; ;* You should have received a copy of the GNU General Public License *; ;* along with this program; if not, write to the Free Software *; ;* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. *; ;* ======================================================================== *; ;* Copyright (c) 2007, Joseph Zbiciak *; ;* ======================================================================== *; _