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save.asm
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save.asm
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; This file is part of Pwn Adventure Z.
; Pwn Adventure Z 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 3 of the License, or
; (at your option) any later version.
; Pwn Adventure Z 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 Pwn Adventure Z. If not, see <http://www.gnu.org/licenses/>.
.include "defines.inc"
.define TILE_UI $00
.define TILE_SAVE $80
.define TILE_BLOCK $f0
.segment "FIXED"
PROC save_select
lda current_bank
pha
lda #^save_select_worker
jsr bankswitch
jsr save_select_worker & $ffff
pla
jsr bankswitch
rts
.endproc
PROC enter_name
lda current_bank
pha
lda #^enter_name_worker
jsr bankswitch
jsr enter_name_worker & $ffff
pla
jsr bankswitch
rts
.endproc
.segment "CHR1"
PROC save_select_worker
jsr clear_screen
jsr clear_tiles
LOAD_ALL_TILES TILE_UI, title_tiles
LOAD_ALL_TILES TILE_SAVE, save_tiles
; Draw UI box for save select
lda #3
sta arg0
lda #8
sta arg1
lda #27
sta arg2
lda #19
sta arg3
jsr draw_large_box
LOAD_PTR save_select_title
ldx #8
ldy #8
jsr write_string
lda #2
sta arg0
lda #4
sta arg1
lda #14
sta arg2
lda #10
sta arg3
lda #0
sta arg4
jsr set_box_palette
lda #3
sta arg0
lda #5
sta arg1
lda #4
sta arg2
lda #7
sta arg3
lda #3
sta arg4
jsr set_box_palette
lda #5
sta arg0
lda #5
sta arg1
lda #11
sta arg2
lda #7
sta arg3
lda #1
sta arg4
jsr set_box_palette
lda #4
sta arg0
lda #8
sta arg1
lda #11
sta arg2
lda #8
sta arg3
lda #2
sta arg4
jsr set_box_palette
; Fill in game details for each save
ldy #0
gameloop:
sty arg0
LOAD_PTR slot_str
lda arg0
asl
asl
tay
jsr add_y_to_ptr
ldx #7
lda arg0
asl
clc
adc #10
tay
jsr write_string
; Determine if the save slot is valid
lda arg0
jsr is_save_slot_valid
beq validsave
; Save slot is invalid, show new game text
LOAD_PTR new_game_str
ldx #10
lda arg0
asl
clc
adc #10
tay
jsr write_string
jmp nextslot & $ffff
validsave:
; Pull the save data out of the save slot
jsr enable_save_ram
lda arg0
asl
asl
asl
asl
asl
tay
lda $6c00 + SAVE_HEADER_DIFFICULTY, y
sta difficulty
lda $6c00 + SAVE_HEADER_KEY_COUNT, y
sta key_count
tya
pha
ldx #0
nameloop:
lda $6c00 + SAVE_HEADER_NAME, y
sta name, x
inx
iny
cpx #14
bne nameloop
pla
tay
ldx #0
timeloop:
lda $6c00 + SAVE_HEADER_TIME_PLAYED, y
sta time_played, x
inx
iny
cpx #6
bne timeloop
jsr disable_save_ram
; Show save slot name
LOAD_PTR name
ldx #10
lda arg0
asl
clc
adc #10
tay
jsr write_string
; Show game difficulty
LOAD_PTR difficulty_tiles
lda difficulty
asl
asl
asl
tay
jsr add_y_to_ptr
ldx #10
lda arg0
asl
clc
adc #11
tay
lda #7
jsr write_tiles
; Show number of keys retrieved
LOAD_PTR scratch
lda key_count
clc
adc #TILE_SAVE + SAVE_TILE_KEY_COUNT
sta scratch
lda #TILE_SAVE + SAVE_TILE_NUMBERS + FINAL_KEY_COUNT
sta scratch + 1
ldx #18
lda arg0
asl
clc
adc #11
tay
lda #2
jsr write_tiles
; Need to show time played, procedurally generate tiles with non-8-width font to show this
jsr copy_number_tiles_to_temp_area
lda #0
ldx #0
cleartileloop:
sta sprites, x
inx
cpx #48
bne cleartileloop
lda time_played
beq no_hour_tens
asl
asl
asl
asl
tay
ldx #0
tenhourloop:
lda sprites + $40, y
lsr
sta sprites, x
sta sprites + 8, x
iny
inx
cpx #8
bne tenhourloop
no_hour_tens:
lda time_played + 1
asl
asl
asl
asl
tay
ldx #0
hourloop:
lda sprites + $40, y
lsr
lsr
lsr
lsr
lsr
lsr
sta temp
lda sprites, x
ora temp
sta sprites, x
sta sprites + 8, x
lda sprites + $40, y
asl
asl
sta sprites + $10, x
sta sprites + $18, x
iny
inx
cpx #8
bne hourloop
ldy #$a0
ldx #0
colonloop:
lda sprites + $40, y
clc
lsr
lsr
lsr
sta temp
lda sprites + $10, x
ora temp
sta sprites + $10, x
sta sprites + $18, x
iny
inx
cpx #8
bne colonloop
lda time_played + 2
asl
asl
asl
asl
tay
ldx #0
tenminuteloop:
lda sprites + $40, y
lsr
lsr
lsr
lsr
lsr
sta temp
lda sprites + $10, x
ora temp
sta sprites + $10, x
sta sprites + $18, x
lda sprites + $40, y
asl
asl
asl
sta sprites + $20, x
sta sprites + $28, x
iny
inx
cpx #8
bne tenminuteloop
lda time_played + 3
asl
asl
asl
asl
tay
ldx #0
minuteloop:
lda sprites + $40, y
lsr
lsr
sta temp
lda sprites + $20, x
ora temp
sta sprites + $20, x
sta sprites + $28, x
iny
inx
cpx #8
bne minuteloop
; Copy generated tiles to CHR RAM
LOAD_PTR sprites
ldy #0
lda arg0
asl
asl
asl
asl
asl
asl
sta temp
lda arg0
lsr
lsr
ora #$e
sta temp + 1
lda #3
jsr copy_tiles
; Show time played text
lda arg0
asl
asl
ora #$e0
tax
stx scratch
inx
stx scratch + 1
inx
stx scratch + 2
LOAD_PTR scratch
ldx #21
lda arg0
asl
clc
adc #11
tay
lda #3
jsr write_tiles
nextslot:
ldy arg0
iny
sty arg0
cpy #3
beq savedone
jmp gameloop & $ffff
savedone:
LOAD_PTR delete_str
ldx #9
ldy #17
jsr write_string
; Use 8x8 sprites on first CHR page
lda #PPUCTRL_ENABLE_NMI | PPUCTRL_SPRITE_PATTERN | PPUCTRL_NAMETABLE_2C00
sta ppu_settings
LOAD_PTR save_select_palette
jsr fade_in
lda #0
sta active_save_slot
lda #0
sta delete_mode
jsr draw_save_arrows & $ffff
selectloop:
jsr wait_for_vblank
jsr update_controller
and #JOY_START
bne activate
lda controller
and #JOY_A
bne activate
lda controller
and #JOY_UP
bne up
lda controller
and #JOY_DOWN
bne down
jmp selectloop & $ffff
up:
PLAY_SOUND_EFFECT effect_uimove
jsr erase_save_arrows & $ffff
ldx active_save_slot
dex
stx active_save_slot
cpx #$ff
bne movedone
lda #3
sta active_save_slot
jmp movedone & $ffff
down:
PLAY_SOUND_EFFECT effect_uimove
jsr erase_save_arrows & $ffff
ldx active_save_slot
inx
stx active_save_slot
cpx #4
bne movedone
lda #0
sta active_save_slot
jmp movedone & $ffff
movedone:
jsr draw_save_arrows & $ffff
waitfordepress:
jsr wait_for_vblank
jsr update_controller
and #JOY_UP | JOY_DOWN | JOY_START | JOY_A
bne waitfordepress
jmp selectloop & $ffff
activate:
lda active_save_slot
cmp #3
bne activateslot
; Delete mode was selected, toggle delete mode
PLAY_SOUND_EFFECT effect_select
lda delete_mode
eor #1
sta delete_mode
beq exitdeletemode
; Change the palette to red to indicate delete mode is active
jsr wait_for_vblank
LOAD_PTR delete_palette
lda #1
jsr load_single_palette
jsr prepare_for_rendering
; Change delete mode text to show method of exiting delete mode
jsr wait_for_vblank
LOAD_PTR cancel_delete_str
ldx #9
ldy #17
jsr write_string
jsr prepare_for_rendering
jmp waitfordepress & $ffff
exitdeletemode:
; Change the palette to normal to indicate delete mode is inactive
jsr wait_for_vblank
LOAD_PTR save_select_palette + 4
lda #1
jsr load_single_palette
jsr prepare_for_rendering
; Change delete mode text to show method of reentering delete mode
jsr wait_for_vblank
LOAD_PTR delete_str
ldx #9
ldy #17
jsr write_string
jsr prepare_for_rendering
jmp waitfordepress & $ffff
activateslot:
lda delete_mode
beq done
; Slot activated in delete mode, clear the slot
lda active_save_slot
jsr clear_slot
; Modify slot UI to show new game
jsr wait_for_vblank
LOAD_PTR new_game_str
ldx #10
lda active_save_slot
asl
clc
adc #10
tay
jsr write_string
jsr prepare_for_rendering
jsr wait_for_vblank
LOAD_PTR clear_game_desc_str
ldx #10
lda active_save_slot
asl
clc
adc #11
tay
jsr write_string
jsr prepare_for_rendering
jmp selectloop & $ffff
done:
; A valid slot has been selected, proceed to start the game
PLAY_SOUND_EFFECT effect_select
lda #MUSIC_NONE
jsr play_music
jsr fade_out
jsr clear_screen
; If a valid existing save state was selected, load the state
lda active_save_slot
jsr is_save_slot_valid
bne newgame
lda active_save_slot
sta scratch
jsr restore_ram_from_slot
lda scratch
sta active_save_slot
lda #0
sta start_new_game
rts
newgame:
lda #1
sta start_new_game
rts
.endproc
PROC get_y_for_save_slot
lda active_save_slot
cmp #3
beq delete
asl
clc
adc #10
tay
rts
delete:
ldy #17
rts
.endproc
PROC draw_save_arrows
jsr wait_for_vblank
jsr get_y_for_save_slot & $ffff
LOAD_PTR right_arrow_str
ldx #5
jsr write_string
jsr get_y_for_save_slot & $ffff
LOAD_PTR left_arrow_str
ldx #25
jsr write_string
jsr prepare_for_rendering
rts
.endproc
PROC erase_save_arrows
jsr wait_for_vblank
jsr get_y_for_save_slot & $ffff
LOAD_PTR space_str
ldx #5
jsr write_string
jsr get_y_for_save_slot & $ffff
LOAD_PTR space_str
ldx #25
jsr write_string
jsr prepare_for_rendering
rts
.endproc
PROC enter_name_worker
; Put a placeholder name in for now until UI is implemented
jsr clear_screen
jsr clear_tiles
; Use 8x8 sprites on first CHR page
lda #PPUCTRL_ENABLE_NMI | PPUCTRL_SPRITE_PATTERN | PPUCTRL_NAMETABLE_2C00
sta ppu_settings
LOAD_ALL_TILES TILE_UI, title_tiles
LOAD_ALL_TILES TILE_BLOCK, block_tile
; Draw UI box for name entry
lda #2
sta arg0
lda #8
sta arg1
lda #27
sta arg2
lda #19
sta arg3
jsr draw_large_box
lda #2
sta arg0
lda #5
sta arg1
lda #12
sta arg2
lda #5
sta arg3
lda #3
sta arg4
jsr set_box_palette
lda #2
sta arg0
lda #6
sta arg1
lda #12
sta arg2
lda #8
sta arg3
lda #1
sta arg4
jsr set_box_palette
LOAD_PTR name_entry_title
ldx #8
ldy #8
jsr write_string
; Draw on-screen keyboard
LOAD_PTR char_line_1_str
ldx #5
ldy #12
jsr write_string
ldx #5
ldy #13
jsr write_string
ldx #5
ldy #14
jsr write_string
ldx #5
ldy #15
jsr write_string
ldx #5
ldy #17
jsr write_string
LOAD_PTR save_select_palette
jsr fade_in
lda #0
sta name_entry_pos
sta name_entry_line
sta name_entry_col
jsr draw_name_entry_block & $ffff
jsr draw_name_entry_arrows & $ffff
selectloop:
jsr wait_for_vblank
jsr update_controller
and #JOY_START
bne startpressed
lda controller
and #JOY_A
bne activate
lda controller
and #JOY_B
bne deletepressed
lda controller
and #JOY_LEFT
bne leftpressed
lda controller
and #JOY_RIGHT
bne rightpressed
lda controller
and #JOY_UP
bne uppressed
lda controller
and #JOY_DOWN
bne downpressed
jmp selectloop & $ffff
startpressed:
jmp done & $ffff
deletepressed:
jmp delete & $ffff
leftpressed:
jmp left & $ffff
rightpressed:
jmp right & $ffff
uppressed:
jmp up & $ffff
downpressed:
jmp down & $ffff
activate:
lda name_entry_line
cmp #4
beq activatebottom
; Normal character, get character and add it to string
lda name_entry_line
asl
asl
asl
asl
ora name_entry_col
tax
lda name_entry_chars & $ffff, x
addchar:
; Don't allow overflow
ldx name_entry_pos
cpx #14
bne nottoolong
jmp waitfordepress & $ffff
nottoolong:
sta name, x
inx
stx name_entry_pos
jmp updatename & $ffff
activatebottom:
lda name_entry_col
cmp #0
beq delete
cmp #1
beq space
jmp done & $ffff
space:
lda #' '
jmp addchar & $ffff
updatename:
PLAY_SOUND_EFFECT effect_select
jsr wait_for_vblank
LOAD_PTR name
ldx #7
ldy #10
jsr write_string
jsr prepare_for_rendering
jsr draw_name_entry_block & $ffff
jmp waitfordepress & $ffff
delete:
; Don't delete if empty
lda name_entry_pos
cmp #0
bne deleteok
jmp waitfordepress & $ffff
deleteok:
ldx name_entry_pos
dex
stx name_entry_pos
lda #0
sta name, x
PLAY_SOUND_EFFECT effect_select
jsr draw_name_entry_block & $ffff
jmp waitfordepress & $ffff
left:
PLAY_SOUND_EFFECT effect_uimove
jsr erase_name_entry_arrows & $ffff
ldx name_entry_col
ldy name_entry_line
cpy #4
beq leftonbottom
dex
stx name_entry_col
cpx #$ff
beq leftwrap
jmp movedone & $ffff
leftwrap:
ldx #9
stx name_entry_col
jmp movedone & $ffff
leftonbottom:
dex
stx name_entry_col
cpx #$ff
beq leftbottomwrap
jmp movedone & $ffff
leftbottomwrap:
ldx #2
stx name_entry_col
jmp movedone & $ffff
right:
PLAY_SOUND_EFFECT effect_uimove
jsr erase_name_entry_arrows & $ffff
ldx name_entry_col
ldy name_entry_line
cpy #4
beq rightonbottom
inx
stx name_entry_col
cpx #10
beq rightwrap
jmp movedone & $ffff
rightwrap:
ldx #0
stx name_entry_col
jmp movedone & $ffff
rightonbottom:
inx
stx name_entry_col
cpx #3
beq rightbottomwrap
jmp movedone & $ffff
rightbottomwrap:
ldx #0
stx name_entry_col
jmp movedone & $ffff
up:
PLAY_SOUND_EFFECT effect_uimove
jsr erase_name_entry_arrows & $ffff
ldy name_entry_line
cpy #4
beq upfrombottom
dey
sty name_entry_line
cpy #$ff
beq upwrap
jmp movedone & $ffff
upwrap:
ldy #4
sty name_entry_line
jmp movetobottom & $ffff
upfrombottom:
dey
sty name_entry_line
jmp movefrombottom & $ffff
down:
PLAY_SOUND_EFFECT effect_uimove
jsr erase_name_entry_arrows & $ffff
ldy name_entry_line
cpy #4
beq downfrombottom
iny
sty name_entry_line
cpy #4
bne movedone
sty name_entry_line
jmp movetobottom & $ffff
downfrombottom:
ldy #0
sty name_entry_line
jmp movefrombottom & $ffff
movetobottom:
ldx name_entry_col
cpx #3
bcs tobottomnotdelete
ldx #0
stx name_entry_col
jmp movedone & $ffff
tobottomnotdelete:
cpx #8
bcs tobottomnotspace
ldx #1
stx name_entry_col
jmp movedone & $ffff
tobottomnotspace:
ldx #2
stx name_entry_col
jmp movedone & $ffff
movefrombottom:
ldx name_entry_col
cpx #0
bne frombottomnotdelete
ldx #1
stx name_entry_col
jmp movedone & $ffff
frombottomnotdelete:
cpx #1
bne frombottomnotspace
ldx #5
stx name_entry_col
jmp movedone & $ffff
frombottomnotspace:
ldx #8
stx name_entry_col
jmp movedone & $ffff
movedone:
jsr draw_name_entry_arrows & $ffff
jmp waitfordepress & $ffff
waitfordepress:
jsr wait_for_vblank
jsr update_controller
bne waitfordepress
jmp selectloop & $ffff
done:
; Don't allow empty input
lda name_entry_pos
bne notblank
jmp waitfordepress & $ffff
notblank:
; Name entry completed, start game
PLAY_SOUND_EFFECT effect_select
jsr fade_out
jsr clear_screen
rts