Mercurial > repos > blastem
view menu.s68 @ 1156:b519965f6394
Clear sprite overflow flag when control port read. Fix vcounter progression in Mode 4
author | Michael Pavone <pavone@retrodev.com> |
---|---|
date | Thu, 05 Jan 2017 19:15:53 -0800 |
parents | dc05e3a7d8da |
children | 8715174e9366 |
line wrap: on
line source
dc.l $0, start dc.l empty_handler dc.l empty_handler ;$10 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$20 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$30 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$40 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$50 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$60 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$70 dc.l int_4 dc.l empty_handler dc.l int_6 dc.l empty_handler ;$80 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$90 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$A0 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$B0 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$C0 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$D0 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$E0 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler ;$F0 dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.l empty_handler dc.b "SEGA GENESIS " dc.b "(c) 2015.JULY " dc.b "Menu " dc.b " " dc.b " " dc.b "Menu " dc.b " " dc.b " " dc.b "MP BlstMenu-00", 0, 0 dc.b " " dc.l $0, rom_end-1, $FF0000, $FFFFFF dc.b " " dc.b " " dc.b " " dc.b " " dc.b "JUE " ;register addresses VDP_DATA equ $C00000 VDP_CTRL equ $C00004 VDP_HV equ $C00008 Z80_RAM equ $A00000 IO_AREA equ $A10000 PAD1_DATA equ (IO_AREA + 3) PAD2_DATA equ (IO_AREA + 5) EXT_DATA equ (IO_AREA + 7) PAD1_CTRL equ (IO_AREA + 9) PAD2_CTRL equ (IO_AREA + 11) EXT_CTRL equ (IO_AREA + 13) MODE_1 equ 0 MODE_2 equ 1 SCROLL_A equ 2 WINDOW equ 3 SCROLL_B equ 4 SAT equ 5 BG_COLOR equ 7 HINT equ $A MODE_3 equ $B MODE_4 equ $C HSCROLL equ $D AUTOINC equ $F SCROLL EQU $10 WINDOW_H equ $11 WINDOW_V equ $12 DMALEN_L equ $13 DMALEN_H equ $14 DMASRC_L equ $15 DMASRC_M equ $16 DMASRC_H equ $17 VDP_VRAM_WRITE equ $40000000 VDP_CRAM_WRITE equ $C0000000 VDP_VSRAM_WRITE equ $40000010 VDP_DMA_FLAG equ $80 vdpregset macro move.w #(((\1) << 8) | $8000 | (\2)), (a1) endm vdpreg macro dc.w (((\1) << 8) | $8000 | (\2)) endm ;Writes a normal VDP command to the control port ;\1 - VDP address ;\2 - Access type vdpaccess macro ifeq NARG-2 move.l #((\2) | (\1) << 16 & $3FFF0000 | (\1) >> 14 & 3), (a1) else move.l #((\2) | (\1) << 16 & $3FFF0000 | (\1) >> 14 & 3), \3 endif endm ;Writes a DMA command to the control port ;\1 - Destination address ;\2 - Destination type startdma macro move.l #(\2 | VDP_DMA_FLAG | (\1 << 16) & $3FFF0000 | (\1 >> 14) & 3), (a1) endm DMA_SRC_68K equ 0 DMA_SRC_VRAM equ $C0 DMA_SRC_FILL equ $80 dmasrc macro move.l #($95009600 + (\1) << 15 & $FF0000 + (\1) >> 9 & $FF), (a1) move.w #($9700 + (\1) >> 17 & $7F | (\2)), (a1) endm dir_buffer equ $100000 menu_port equ $180000 MAX_DISPLAY equ 24 rsset $FFFF8000 x_pos rs.w 1 base_cmd rs.l 1 sprite_list rs.l 160 page_index rs.l MAX_DISPLAY+1 page_stack rs.l 1 page_pointers rs.l 1024 mouse_sprite rs.l 1 menu_functions rs.l 1 cursor_show_fun rs.l 1 special_click rs.l 1 mouse_x rs.w 1 selection_top rs.w 1 selection_bot rs.w 1 selection_mask rs.w 1 num_sprites rs.b 1 last_pad1 rs.b 1 last_pad2 rs.b 1 selected rs.b 1 more_pages rs.b 1 mouse_buf rs.b 3 mouse_shown rs.b 1 last_mbuttons rs.b 1 num_menu rs.b 1 num_slots rs.b 1 port_off rs.b 1 int_6: dmasrc sprite_list, DMA_SRC_68K ;set DMA length move.l #$94009300, d0 moveq #0, d1 move.b num_sprites.w, d1 add.w d1, d1 add.w d1, d1 move.b d1, d0 swap d0 lsr.w #8, d1 move.b d1, d0 move.l d0, (a1) startdma $C000, VDP_VRAM_WRITE ;read gamepad/mouse in port 1 lea PAD1_DATA, a2 bsr io_read cmp.b #3, d2 beq .mouse move.b last_pad1.w, d1 eor.b d0, d1 and.b d0, d1 move.b d0, last_pad1.w bsr handle_pad_buttons bra pad2 .mouse bsr handle_mouse pad2: ;read gamepad/mouse in port 2 lea PAD2_DATA, a2 bsr io_read cmp.b #3, d2 beq .mouse move.b last_pad2.w, d1 eor.b d0, d1 and.b d0, d1 move.b d0, last_pad2.w bsr handle_pad_buttons rte .mouse bsr handle_mouse rte ;d0 = SACBRLUD ;d1 = newly pressed buttons handle_pad_buttons: tst.b num_menu.w bne handle_buttons_menu tst.b num_slots.w bne handle_buttons_save moveq #16, d2 btst #3, d1 bne right btst #2, d1 bne left buttons_no_leftright btst #1, d1 bne down btst #0, d1 bne up btst #7, d1 bne select_entry btst #5, d1 bne select_entry handle_done: rts handle_buttons_menu moveq #48, d2 bra buttons_no_leftright handle_buttons_save moveq #32, d2 bra buttons_no_leftright down: ;check if we are already at the bottom of the page moveq #1, d0 add.b (selected).w, d0 tst.b num_menu.w bne .menu tst.b num_slots.w bne .slots move.w d0, d1 add.w d1, d1 add.w d1, d1 lea page_index.w, a2 tst.l (0, a2, d1.w) beq handle_done .do_move move.b d0, (selected).w add.w d2, (sprite_list).w add.w d2, (sprite_list+8).w rts .menu: cmp.b num_menu.w, d0 beq handle_done bra .do_move .slots: cmp.b num_slots.w, d0 beq handle_done bra .do_move up: ;check if we are already at the top of the page move.b (selected).w, d0 beq handle_done subq #1, d0 move.b d0, (selected).w sub.w d2, (sprite_list).w sub.w d2, (sprite_list+8).w rts right: ;check that we have another page to go to tst.b more_pages.w beq handle_done ;switch to the next page move.l page_stack.w, a6 move.l (-4, a6), a6 addq #6, a7 bra render_page left: move.l page_stack.w, a5 ;check if we're already on the first page cmp.l #(page_pointers+8), a5 beq handle_done ;switch to previous page lea (-12, a5), a5 move.l (a5)+, a6 move.l a5, page_stack.w addq #6, a7 bra render_page select_entry: moveq #0, d0 move.b (selected).w, d0 add.w d0, d0 add.w d0, d0 tst.b num_menu.w bne .select_menu_button tst.b num_slots.w bne .select_save_slot lea page_index.w, a2 move.l (0, a2, d0.w), a2 tst.b (-1, a2) bne enter_dir ;regular file lea menu_port+8, a3 move.l a2, (a3) addq #6, a7 bra show_pause_menu .select_menu_button: movea.l menu_functions.w, a2 move.l (0, a2, d0.w), a2 addq #6, a7 jmp (a2) .select_save_slot: lea menu_port, a3 moveq #0, d0 move.b port_off.w, d0 add.w d0, a3 move.b selected.w, d0 move.l d0, (a3) addq #6, a7 jmp show_pause_menu enter_dir: lea menu_port+4, a3 move.l a2, (a3) .wait_complete tst.w (a3) bne .wait_complete addq #6, a7 bra menu_start handle_mouse: move.b last_mbuttons.w, d4 eor.b d3, d4 and.b d3, d4 move.b d3, last_mbuttons.w move.b d0, d2 or.b d1, d2 beq .no_mouse_move tst.b mouse_shown.w bne .skip_show_check moveq #0, d2 move.b num_sprites.w, d2 move.w d2, d4 lsl.w #3, d4 lea sprite_list.w, a2 move.b d2, (-5, a2, d4.w) lea (0, a2, d4.w), a2 move.l a2, mouse_sprite.w move.l #$01000500, (a2)+ move.w #$8083, (a2) move.w #$100, mouse_x.w addq #1, d2 move.b d2, num_sprites.w move.b #1, mouse_shown.w move.l cursor_show_fun.w, d2 beq .skip_show_check move.l d2, a2 jsr (a2) .skip_show_check neg.w d1 move.l mouse_sprite.w, a2 add.w d1, (a2) add.w d0, mouse_x.w move.w mouse_x.w, d0 asr.w #1, d0 move.w d0, (6, a2) move.w (a2), d1 cmp.w selection_top.w, d1 blo .done cmp.w selection_bot.w, d1 bhi .special_click tst.b num_menu.w bne .handle_menu tst.b num_slots.w bne .handle_slots and.w #$FFF0, d1 subq #8, d1 move.w d1, (sprite_list).w move.w d1, (sprite_list+8).w sub.w #264, d1 lsr.w #4, d1 move.b d1, selected.w bra .normal_click .handle_menu ;TODO: FIXME and.w #$FFF0, d1 moveq #0, d0 move.w d1, d0 sub.w selection_top.w, d0 divu.w #48, d0 swap d0 tst.w d0 beq .no_adjust cmp.w #16, d0 bne .round_up swap d0 sub.w #16, d1 bra .set_cursor_pos .round_up swap d0 addq #1, d0 add.w #16, d1 bra .set_cursor_pos .no_adjust swap d0 .set_cursor_pos move.w d1, (sprite_list).w move.w d1, (sprite_list+8).w move.b d0, selected.w bra .normal_click .handle_slots and.w #$FFE0, d1 subq #8, d1 move.w d1, (sprite_list).w move.w d1, (sprite_list+8).w sub.w #264, d1 lsr.w #5, d1 move.b d1, selected.w .normal_click btst #0, d4 bne select_entry .done rts .no_mouse_move tst.b mouse_shown bne .skip_show_check rts .special_click: btst #0, d4 beq .done move.l special_click.w, d2 beq .done move.l d2, a2 jmp (a2) int_4: empty_handler: rte id_lookup: dc.b $0, $1, $4, $5 dc.b $2, $3, $6, $7 dc.b $8, $9, $C, $D dc.b $A, $B, $E, $F io_read: ;read TH=1 move.b (a2), d0 ;read TH=0 move.b #0, (a2) nop nop move.b (a2), d1 ;reset TH to 1 move.b #$40, (a2) moveq #0, d2 ;4 ;calculate Mega Drive peripheral ID move.b d1, d2 ;4 lsr.b #1, d2 ;8, 12 or.b d1, d2 ;4, 16 and.b #5, d2 ;8, 24 move.b d0, d3 ;4 add.b d3, d3 ;4, 8 or.b d0, d3 ;4, 12 and.b #$A, d3 ;8, 20 or.b d3, d2 ;4 move.b (id_lookup, pc, d2.w), d2 ;14 cmp.b #$3, d2 beq .mouse cmp.b #$D, d2 bne .not_pad and.b #$3F, d0 and.b #$30, d1 add.b d1, d1 add.b d1, d1 or.b d1, d0 not.b d0 rts .not_pad: moveq #0, d0 rts .mouse: move.b #$60, (a2) move.b #$60, (PAD1_CTRL-PAD1_DATA, a2) move.b #$60, (a2) moveq #$f, d4 wait_hi_init: btst #4, (a2) beq wait_hi_init nop nop move.b #$20, (a2) nop nop moveq #$f, d4 move.b #0, (a2) .wait_lo btst #4, (a2) bne .wait_lo moveq #$f, d4 move.b #$20, (a2) .wait_hi btst #4, (a2) beq .wait_hi lea mouse_buf.w, a3 move.l a3, a4 moveq #2, d3 moveq #0, d0 loop: moveq #$f, d4 move.b #0, (a2) .wait_lo btst #4, (a2) bne .wait_lo move.b (a2), d0 lsl.b #4, d0 moveq #$f, d4 move.b #$20, (a2) .wait_hi btst #4, (a2) beq .wait_hi move.b (a2), d1 and.b #$f, d1 or.b d1, d0 move.b d0, (a3)+ dbra d3, loop ;end request move.b #$60, (a2) ;massage data moveq #0, d1 move.b d0, d1 move.b (a4)+, d3 move.b (a4), d0 btst #4, d3 beq xpos or.w #$FF00, d0 xpos btst #5, d3 beq ypos or.w #$FF00, d1 ypos ;set port config back to normal controller mode move.b #$40, (PAD1_CTRL-PAD1_DATA, a2) rts topcorner equ (button-font)/64 + 32 topmiddle equ topcorner+1 botcorner equ topmiddle+1 botmiddle equ botcorner+1 horiz_flip equ $800 vert_flip equ $1000 ; draws a button ; d0.w - x in cells ; d1.w - y in cells ; d2.w - width in cells ; ; clobbers a6 draw_button: ;multiply x by 2 add.w d0, d0 ;multiply y by 128 lsl.w #7, d1 add.w d1, d0 add.w #$A000, d0 move.w d0, d1 and.w #$3FFF, d0 rol.w #2, d1 and.w #3, d1 ori.w #(VDP_VRAM_WRITE >> 16), d0 swap d0 move.w d1, d0 move.l d0, (a1) move.w d2, d1 ;top left corner move.w #topcorner, (a0) subq #3, d1 bmi .notopmiddle .toploop: ;top middle move.w #topmiddle, (a0) dbra d1, .toploop .notopmiddle ;top right corner move.w #(topcorner | horiz_flip), (a0) ;go to next row in name table add.l #((2*64) << 16), d0 move.l d0, (a1) ;bottom left corner move.w #botcorner, (a0) subq #3, d2 bmi .nomiddlebot .botloop: ;bottom middle move.w #botmiddle, (a0) dbra d2, .botloop .nomiddlebot ;bottom right corner move.w #(botcorner | horiz_flip), (a0) rts ;a5 - menu pointer ;d6 - initial Y position of menu draw_menu: moveq #0, d7 moveq #0, d5 ;clear out save slot state move.b d5, num_slots.w ;clear out event handlers move.l d5, cursor_show_fun.w move.l d5, special_click.w ;select first item move.b d7, selected.w ;save menu pointer for second pass movea.l a5, a4 ;adjust arrow mask move.w #$FFE0, selection_mask.w .lenloop tst.b (a5) beq .lendone addq #1, d5 movea.l a5, a6 bsr strlen cmp.w d7, d0 blo .nochange move.w d0, d7 .nochange lea (1, a5, d0.w), a5 bra .lenloop .lendone addq #2, d7 move.b d5, num_menu.w ;calculate X position move.w d7, d4 lsr.w #1, d4 moveq #20, d5 sub.w d4, d5 ;calculate left arrow X move.w d5, d4 lsl.w #3, d4 add.w #(128-24), d4 move.w d4, (sprite_list+6).w ;calculate right arrow x move.w d7, d3 lsl.w #3, d3 add.w d3, d4 add.w #32, d4 move.w d4, (sprite_list+6+8).w ;update left arrow Y move.w d6, d4 lsl.w #4, d4 add.w #256, d4 move.w d4, (sprite_list).w move.w d4, (sprite_list+8).w ;update mouse top limit move.w d4, selection_top.w ;restore menu pointer movea.l a4, a5 .drawloop tst.b (a5) beq .done ;x pos move.w d5, d0 ;y pos move.w d6, d1 ;width move.w d7, d2 bsr draw_button movea.l a5, a6 bsr strlen movea.l a5, a6 lea (1, a5, d0.w), a5 ;x pos move.w d7, d1 lsr.w #1, d1 add.w d5, d1 lsr.w #1, d0 sub.w d0, d1 ;y pos move.w d6, d2 ;base attribute move.w #$206B, d0 bsr print_string_fixed addq #3, d6 bra .drawloop .done ;update mouse bottom limit lsl.w #4, d6 add.w #224, d6 move.w d6, selection_bot.w rts clear_screen: ;clear name tables vdpaccess $8000, VDP_VRAM_WRITE moveq #32, d0 swap d0 move.b #32, d0 move.w #(64*64-1), d1 ploop: move.l d0, (a0) dbra d1, ploop rts initial_regs: vdpreg MODE_2, $4 ;Mode 5, everything turned off vdpreg MODE_1, $4 vdpreg SCROLL_A, $20 ;Scroll a table $8000 vdpreg SCROLL_B, $05 ;Scroll b table $A000 vdpreg SAT, $60 ;SAT table $C000 vdpreg BG_COLOR, 0 vdpreg HINT, $FF vdpreg MODE_3, 0 ;full screen scroll vdpreg MODE_4, $87 ;40 cell mode, double-res interlace vdpreg HSCROLL, 0 vdpreg AUTOINC, 2 vdpreg SCROLL, 1 ;64x32 scroll size end_initial_regs start: lea $FF0000, a0 moveq #0, d0 move.w #($10000/8 - 1), d1 .clearloop: move.l d0, (a0)+ move.l d0, (a0)+ dbra d1, .clearloop lea $C00000, a0 lea $C00004, a1 moveq #(end_initial_regs-initial_regs-1), d0 lea initial_regs.w, a2 .regloop move.w (a2)+, (a1) dbra d0, .regloop vdpaccess $0, VDP_CRAM_WRITE move.w #$020, (a0) move.w #$EEE, (a0) move.w #$222, (a0) ;init scroll table vdpaccess $0, VDP_VRAM_WRITE move.w #0, (a0) move.w #0, (a0) ;load tiles vdpaccess $800, VDP_VRAM_WRITE lea font(pc), a2 move.w #((buttonend-font)/4 - 1), d0 tloop: move.l (a2)+, (a0) dbra d0, tloop move.w #((fontfixedend-fontfixed)/4 - 1), d0 dtloop: move.l (a2)+, d1 move.l d1, (a0) move.l d1, (a0) dbra d0, dtloop ;setup SAT ;;vdpaccess $C000, VDP_VRAM_WRITE lea sprite_list.w, a2 ;left arrow move.l #$01080501, (a2)+ move.l #$807F0086, (a2)+ ;right arrow move.l #$01080500, (a2)+ move.l #$887F01AA, (a2)+ move.b #2, num_sprites.w show_main_menu: bsr clear_screen ;init vertical scroll RAM vdpaccess $0, VDP_VSRAM_WRITE move.w #-4, (a0) move.w #0, (a0) moveq #8, d6 move.l #main_menu_func, menu_functions.w lea main_menu(pc), a5 bsr draw_menu bra gamepad_setup show_pause_menu: bsr clear_screen ;init vertical scroll RAM vdpaccess $0, VDP_VSRAM_WRITE move.w #-4, (a0) move.w #0, (a0) moveq #8, d6 move.l #pause_menu_func, menu_functions.w lea pause_menu(pc), a5 bsr draw_menu bra gamepad_setup menu_start: moveq #0, d0 ;init vertical scroll RAM vdpaccess $0, VDP_VSRAM_WRITE move.w d0, (a0) move.w d0, (a0) ;reset arrow position move.w #$0108, sprite_list.w move.w #$0108, (sprite_list + 8).w move.w #$0086, (sprite_list + 6).w move.w #$01AA, (sprite_list + 6 + 8).w ;reset selection move.b d0, selected.w ;reset special click handler move.l d0, special_click.w lea page_pointers.w, a5 lea dir_buffer, a6 move.l a6, (a5)+ move.l a5, page_stack.w lea menu_port, a2 move.l a6, (a2) wait_complete: tst.w (a2) bne wait_complete render_page: bsr clear_screen ;clear menu state move.b #0, num_menu.w move.w #272, selection_top.w move.w #655, selection_bot.w move.w #$FFF0, selection_mask.w ;init scroll table vdpaccess $0, VDP_VRAM_WRITE move.w #0, (a0) move.w #4, (a0) move.l #$40860002, d3 move.l d3, (a1) move.l d3, base_cmd.w move.b #0, more_pages.w lea page_index.w, a3 moveq #MAX_DISPLAY-1, d7 file_loop: tst.b (a6)+ beq done_files addq #1, a6 ;TODO: Do something with directory flag ;skip over entries starting with a dot except .. cmp.b #$2E, (a6) bne normal cmp.b #$2E, (1, a6) beq normal addq #1, a6 .skip_loop: tst.b (a6)+ bne .skip_loop addq #1, d7 move.l a6, d6 bra skip normal: ;save entry pointer to page index move.l a6, (a3)+ ;print name on screen moveq #0, d0 bsr print_string move.l a6, d6 lea Newline(pc), a6 bsr print_string skip: ;word align pointer addq #1, d6 and.w #$FFFE, d6 move.l d6, a6 dbra d7, file_loop tst.b (a6) beq done_files move.b #1, more_pages.w done_files: move.l page_stack.w, a5 move.l a6, (a5)+ move.l a5, page_stack.w ;null terminate page_index moveq #0, d0 move.l d0, (a3) tst.b mouse_shown beq .no_mouse tst.b more_pages.w beq .no_next_page ;draw Next button moveq #30, d0 moveq #26, d1 moveq #6, d2 bsr draw_button ;base attribute move.w #$206B, d0 ;x pos moveq #32, d1 ;y pos moveq #26, d2 lea next_str(pc), a6 bsr print_string_fixed .no_next_page cmp.l #(page_pointers+8), a5 beq .no_prev_page ;draw Prev button moveq #3, d0 moveq #26, d1 moveq #6, d2 bsr draw_button ;base attribute move.w #$206B, d0 ;x pos moveq #5, d1 ;y pos moveq #26, d2 lea prev_str(pc), a6 bsr print_string_fixed .no_prev_page move.l #0, cursor_show_fun.w bra .done_page_buttons .no_mouse move.l #show_prev_next_buttons, cursor_show_fun.w .done_page_buttons move.l #handle_prev_next_click, special_click.w gamepad_setup: ;setup gamepads move.b #$40, PAD1_CTRL move.b #$40, PAD2_CTRL move.w #$8174, (a1) ;enable display, vertical interrupts, DMA wait_forever stop #2500 bra wait_forever handle_prev_next_click: ;make sure we're actually low enough cmp.w #663, d1 bls .no_prev_page tst.b more_pages.w beq .no_next_page cmp.w #373, d0 blo .no_next_page cmp.w #419, d0 bhi .no_next_page ;switch to the next page move.l page_stack.w, a6 move.l (-4, a6), a6 add.w #10, a7 bra render_page .no_next_page cmp.l #(page_pointers+8), a5 beq .no_prev_page cmp.w #157, d0 blo .no_prev_page cmp.w #203, d0 bhi .no_prev_page ;switch to previous page lea (-12, a5), a5 move.l (a5)+, a6 move.l a5, page_stack.w add.w #10, a7 bra render_page .no_prev_page rts show_prev_next_buttons: movem.l d0-d2/a6, -(a7) tst.b more_pages.w beq .no_next_page ;draw Next button moveq #30, d0 moveq #26, d1 moveq #6, d2 bsr draw_button ;base attribute move.w #$206B, d0 ;x pos moveq #32, d1 ;y pos moveq #26, d2 lea next_str(pc), a6 bsr print_string_fixed .no_next_page cmp.l #(page_pointers+8), a5 beq .no_prev_page ;draw Prev button moveq #3, d0 moveq #26, d1 moveq #6, d2 bsr draw_button ;base attribute move.w #$206B, d0 ;x pos moveq #5, d1 ;y pos moveq #26, d2 lea prev_str(pc), a6 bsr print_string_fixed .no_prev_page move.l #0, cursor_show_fun.w movem.l (a7)+, d0-d2/a6 rts show_about: bsr clear_screen moveq #1, d7 lea about_text(pc), a6 ;base attribute move.w #$006B, d0 .loop tst.b (a6) beq .done ;x pos moveq #1, d1 ;y pos move.w d7, d2 bsr print_string_fixed addq #1, d7 bra .loop .done moveq #8, d6 move.l #about_menu_func, menu_functions.w lea about_menu(pc), a5 bsr draw_menu .wait stop #$2500 bra .wait exit: move.l #1, menu_port+12 bra exit resume: move.l #2, menu_port+12 bra show_pause_menu show_save_slots: move.w #(256+26), sprite_list.w move.w #(256+26), (sprite_list+8).w move.w #(128+8), (sprite_list+6).w move.w #(128+320-24), (sprite_list+6+8).w move.w #(256+32), selection_top.w move.b #0, selected.w move.b #0, num_menu.w lea dir_buffer, a6 lea menu_port+16, a3 move.l a6, (a3) .waitdone: tst.w (a3) bne .waitdone bsr clear_screen moveq #0, d0 moveq #0, d6 moveq #2, d7 .slotloop tst.b (a6) beq .done addq #1, d6 moveq #4, d1 move.w d7, d2 bsr print_string_fixed addq #2, d7 bra .slotloop .done lsl.w #4, d7 add.w #248, d7 move.w d7, selection_bot.w move.b d6, num_slots.w rts save_state: move.b #(5*4), port_off.w bsr show_save_slots .wait stop #$2500 bra .wait load_state: move.b #(6*4), port_off.w bsr show_save_slots .wait stop #$2500 bra .wait next_str: dc.b "Next", 0 prev_str: dc.b "Prev", 0 about_text: dc.b "BlastEm v0.4.1", 0 dc.b "Copyright 2011-2016 Michael Pavone", 0 dc.b " ", 0 dc.b "BlastEm is a high performance, open", 0 dc.b "source (GPLv3) Genesis/Megadrive", 0 dc.b "emulator.",0 dc.b " ", 0 dc.b " ", 0 dc.b " ", 0 dc.b " ", 0 dc.b " --- Special Thanks ---", 0 dc.b " ", 0 dc.b "Nemesis: Documentatino and test ROMs", 0 dc.b "Charles MacDonald: Documentation", 0 dc.b "Eke-Eke: Documentation", 0 dc.b "Bart Trzynadlowski: Documentation", 0 dc.b "KanedaFR: Hosting the best Sega forum", 0 dc.b "micky: Testing", 0 dc.b "Sik: Testing", 0 dc.b "Tim Lawrence : Testing", 0 dc.b "ComradeOj: Testing", 0 dc.b "Vladikcomper: Testing", 0 dc.b 0 Newline: dc.b $A, 0 align 1 ;Prints a null terminated string ;a6 - pointer to string ;a0 - VDP data port ;d0 - base tile attribute ; ;Clobbers: d1.w, d2.w, d3.l print_string: lea widths(pc), a5 move.w x_pos.w, d2 move.l base_cmd.w, d3 .loop moveq #0, d1 move.b (a6)+, d1 beq .end cmp.b #$A, d1 beq .newline tst.b (-32, a5, d1.w) beq .narrow add.w d0, d1 move.w d1, (a0) addq #2, d2 bra .loop .narrow add.w d0, d1 move.w d1, (a0) addq #1, d2 move.l d2, d1 ;switch to other plane and.w #$FFFE, d1 swap d1 eor.l #$20000000, d3 add.l d3, d1 move.l d1, (a1) bra .loop .newline moveq #0, d2 ;switch back to plane A and.l #$DFFFFFFF, d3 ;skip to next row add.l #$00800000, d3 move.l d3, (a1) bra .loop .end move.w d2, x_pos.w move.l d3, base_cmd.w rts ;Prints a null-terminated string with a fixed width font ;a6 - pointer to string ;a0 - VDP data port ;d0 - base tile attribute ;d1 - x col ;d2 - y col ; print_string_fixed: ;multiply x by 2 add.w d1, d1 ;multiply y by 128 lsl.w #7, d2 add.w d2, d1 add.w #$8000, d1 move.w d1, d2 and.w #$3FFF, d1 rol.w #2, d2 and.w #3, d2 ori.w #(VDP_VRAM_WRITE >> 16), d1 swap d1 move.w d2, d1 move.l d1, (a1) .loop moveq #0, d1 move.b (a6)+, d1 beq .end add.w d0, d1 move.w d1, (a0) bra .loop .end rts ;Returns string length in d0 ;a6 - pointer to string strlen: moveq #-1, d0 .loop addq #1, d0 tst.b (a6)+ bne .loop rts align 1 font: incbin font_interlace_variable.tiles fontend arrow: incbin arrow.tiles arrowend: cursor: incbin cursor.tiles cursorend: button: incbin button.tiles buttonend: fontfixed: incbin font.tiles fontfixedend: widths: dc.b 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 1 dc.b 1, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0 dc.b 0, 1, 0, 0, 1, 1, 0, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1 dc.b 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 dc.b 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1 main_menu: dc.b "Load ROM", 0 dc.b "About", 0 dc.b "Exit", 0 dc.b 0 align 1 main_menu_func: dc.l menu_start dc.l show_about dc.l exit about_menu: dc.b "Return", 0 dc.b 0 align 1 about_menu_func: dc.l show_main_menu pause_menu: dc.b "Resume", 0 dc.b "Load ROM", 0 dc.b "Save State", 0 dc.b "Load State", 0 dc.b "Exit", 0 dc.b 0 align 1 pause_menu_func dc.l resume dc.l menu_start dc.l save_state dc.l load_state dc.l exit rom_end: