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|
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 "JU "
;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
load_rom_port equ (menu_port+2*4)
lock_on_port equ (menu_port+8*4)
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
rom_load_addr 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
move.w (menu_port+4*7), d0
btst #0, d0
bne show_pause_menu
;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
move.l rom_load_addr.w, 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 #$00EA0500, (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 #$400, (a0)
move.w #$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
lock_on:
move.l #lock_on_port, rom_load_addr.w
bra menu_common
menu_start:
move.l #load_rom_port, rom_load_addr.w
menu_common:
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 v0.5.0", 0
dc.b "Copyright 2011-2017 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 "Titan: Awesome demos and documentation", 0
dc.b "micky: Testing", 0
dc.b "Sasha: Testing", 0
dc.b "lol-frank: 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 "Lock On", 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 lock_on
dc.l save_state
dc.l load_state
dc.l exit
rom_end:
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