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Files
AmigaExamples/028.bs/menu.s
alpine9000 2f73df9016 credits
2016-05-15 16:22:47 +10:00

311 lines
5.8 KiB
ArmAsm

include "includes.i"
xdef ShowMenu
SPLASH_COLOR_DEPTH equ 5
SPLASH_SCREEN_WIDTH_BYTES equ 40
PLAY_COPPER_WORD equ $bad1
MUSIC_COPPER_WORD equ PLAY_COPPER_WORD+$2000
DIFFICULTY_COPPER_WORD equ PLAY_COPPER_WORD+$1000
CREDITS_COPPER_WORD equ PLAY_COPPER_WORD+$3000
MENU_SELECTED_TOP_COLOR equ $be0 ;$e71
MENU_SELECTED_BOTTOM_COLOR equ $9d4 ;$fe7
MENU_TEXT_COLOR equ $7ef
ShowMenu:
lea CUSTOM,a6
jsr WaitVerticalBlank
;; set up default palette
include "out/menu-palette.s"
;; set up playfield
move.w #(RASTER_Y_START<<8)|RASTER_X_START,DIWSTRT(a6)
move.w #((RASTER_Y_STOP-256)<<8)|(RASTER_X_STOP-256),DIWSTOP(a6)
move.w #(RASTER_X_START/2-SCREEN_RES),DDFSTRT(a6)
move.w #(RASTER_X_START/2-SCREEN_RES)+(8*((SCREEN_WIDTH/16)-1)),DDFSTOP(a6)
move.w #(SPLASH_COLOR_DEPTH<<12)|$200,BPLCON0(a6)
move.w #0,BPLCON1(a6)
move.w #SPLASH_SCREEN_WIDTH_BYTES*SPLASH_COLOR_DEPTH-SPLASH_SCREEN_WIDTH_BYTES,BPL1MOD(a6)
move.w #SPLASH_SCREEN_WIDTH_BYTES*SPLASH_COLOR_DEPTH-SPLASH_SCREEN_WIDTH_BYTES,BPL2MOD(a6)
;; poke bitplane pointers
lea splash,a1
lea splashCopperListBplPtr(pc),a2
moveq #SPLASH_COLOR_DEPTH-1,d0
.bitplaneloop:
move.l a1,d1
move.w d1,2(a2)
swap d1
move.w d1,6(a2)
lea SPLASH_SCREEN_WIDTH_BYTES(a1),a1 ; bit plane data is interleaved
addq #8,a2
dbra d0,.bitplaneloop
;; install copper list, then enable dma
lea splashCopperList(pc),a0
move.l a0,COP1LC(a6)
;; jsr WaitVerticalBlank
move.w #(DMAF_BLITTER|DMAF_SETCLR!DMAF_COPPER!DMAF_RASTER!DMAF_MASTER),DMACON(a6)
move.w #(INTF_SETCLR|INTF_VERTB|INTF_INTEN),INTENA(a6)
bsr RefreshDifficulty
bsr RenderMenu
.wait:
jsr WaitVerticalBlank
jsr _ProcessJoystick
rts
RenderMenu:
lea splashSave,a0
lea splash,a2
add.l #(150*40*5)+((320-96)/16),a2
WaitBlitter
move.w #(BC0F_SRCA|BC0F_DEST|$f0),BLTCON0(A6)
move.w #0,BLTCON1(a6)
move.l #$ffffffff,BLTAFWM(a6) ;no masking of first/last word
move.w #0,BLTAMOD(a6) ;A modulo
move.w #(320-96)/8,BLTDMOD(a6) ;D modulo
move.l a0,BLTAPTH(a6) ;source graphic top left corner
move.l a2,BLTDPTH(a6) ;destination top left corner
move.w #((64*5)<<6)|(96/16),BLTSIZE(a6)
lea menu,a1
lea splash,a0
move.w #(320/2)-(6*8)+4,d0
move.w #150,d1
jsr DrawMaskedText85
lea difficulty,a1
move.w #(320/2)-(6*8),d0
add.w #16,d1
jsr DrawMaskedText85
lea music,a1
add.w #16,d1
jsr DrawMaskedText85
lea credits,a1
add.w #16,d1
move.w #(320/2)-(6*8)+4,d0
jsr DrawMaskedText85
rts
MenuUp:
cmp.w #PLAY_COPPER_WORD,selectedStartPtr
beq .done
PlaySound Jump
sub.w #$1000,selectedStartPtr
sub.w #$1000,selectedStartPtr2
sub.w #$1000,selectedEndPtr
.done:
rts
MenuDown:
cmp.w #$ead1,selectedStartPtr
beq .done
PlaySound Jump
add.w #$1000,selectedStartPtr
add.w #$1000,selectedStartPtr2
add.w #$1000,selectedEndPtr
.done:
rts
ToggleMusic:
eor.w #64,P61_Master
cmp.w #64,P61_Master
beq .musicOn
.musicOff:
lea musicOff,a0
lea music,a1
bsr StrCpy
bra .done
.musicOn:
lea musicOn,a0
lea music,a1
bsr StrCpy
bra .done
.done:
bsr RenderMenu
rts
ToggleDifficulty:
add.l #4,nextLevelInstaller
cmp.l #levelInstallers+8,nextLevelInstaller
ble RefreshDifficulty
move.l #levelInstallers,nextLevelInstaller
RefreshDifficulty:
cmp.l #levelInstallers,nextLevelInstaller
beq .easy
cmp.l #levelInstallers+4,nextLevelInstaller
beq .medium
.hard:
lea difficultyHard,a0
lea difficulty,a1
bsr StrCpy
bra .done
.medium:
lea difficultyMedium,a0
lea difficulty,a1
bsr StrCpy
bra .done
.easy:
lea difficultyEasy,a0
lea difficulty,a1
bsr StrCpy
bra .done
.done:
bsr RenderMenu
rts
ButtonPressed:
cmp.w #PLAY_COPPER_WORD,selectedStartPtr
beq .playButton
cmp.w #MUSIC_COPPER_WORD,selectedStartPtr
beq .musicButton
cmp.w #DIFFICULTY_COPPER_WORD,selectedStartPtr
beq .difficultyButton
cmp.w #CREDITS_COPPER_WORD,selectedStartPtr
beq .creditsButton
bra .done
.difficultyButton:
bsr ToggleDifficulty
bra .done
.musicButton:
bsr ToggleMusic
bra .done
.creditsButton:
jsr Credits
bra ShowMenu
.done:
bra _ProcessJoystick
.playButton:
rts
WaitForButtonRelease:
.joystickPressed:
jsr WaitVerticalBlank
jsr PlayNextSound
jsr ReadJoystick
btst.b #0,joystick
bne .joystickPressed
rts
WaitForJoystickRelease:
move.b joystickpos,-(sp)
.wait:
jsr WaitVerticalBlank
jsr PlayNextSound
jsr ReadJoystick
move.b (sp),d0
cmp.b joystickpos,d0
beq .wait
move.b (sp)+,d7
rts
_ProcessJoystick:
bsr WaitForButtonRelease
.wait:
jsr ReadJoystick
jsr WaitVerticalBlank
jsr PlayNextSound
btst.b #0,joystick
bne .pressed
cmp.b #1,joystickpos ; up
bne .notUp
bsr MenuUp
bsr WaitForJoystickRelease
.notUp:
cmp.b #5,joystickpos ; down
bne .notDown
bsr MenuDown
bsr WaitForJoystickRelease
.notDown:
bra .wait
.pressed:
bra ButtonPressed
rts
StrCpy:
;; a0 - src
;; a1 - dest
.loop:
cmp.b #0,(a0)
beq .done
move.b (a0)+,(a1)+
bra .loop
.done:
rts
menu:
dc.b " PLAY NOW! "
dc.b 0
difficulty:
dc.b "LEVEL - EASY"
dc.b 0
music:
dc.b "MUSIC - ON "
dc.b 0
credits:
dc.b " CREDITS "
dc.b 0
align 4
difficultyEasy:
dc.b "LEVEL - EASY"
dc.b 0
align 2
difficultyMedium:
dc.b "LEVEL - MED "
dc.b 0
align 2
difficultyHard:
dc.b "LEVEL - HARD"
dc.b 0
align 2
musicOn:
dc.b "MUSIC - ON "
dc.b 0
musicOff:
dc.b "MUSIC - OFF "
dc.b 0
splashCopperList:
splashCopperListBplPtr:
dc.w BPL1PTL,0
dc.w BPL1PTH,0
dc.w BPL2PTL,0
dc.w BPL2PTH,0
dc.w BPL3PTL,0
dc.w BPL3PTH,0
dc.w BPL4PTL,0
dc.w BPL4PTH,0
dc.w BPL5PTL,0
dc.w BPL5PTH,0
dc.w BPL6PTL,0
dc.w BPL6PTH,0
dc.w COLOR31,MENU_TEXT_COLOR
selectedStartPtr:
dc.w PLAY_COPPER_WORD,$fffe
dc.w COLOR31,MENU_SELECTED_TOP_COLOR
selectedStartPtr2:
dc.w PLAY_COPPER_WORD+(($1000/4)*3),$fffe
dc.w COLOR31,MENU_SELECTED_BOTTOM_COLOR
selectedEndPtr:
dc.w PLAY_COPPER_WORD+$1000,$fffe
dc.w COLOR31,MENU_TEXT_COLOR
dc.l $fffffffe
splashSave:
incbin "out/splashSave.bin"