view menu.s68 @ 995:2bc27415565b

Fix some stuff with interrupt timing. The change in adjust_int_cycle gets Overdrive working again (vint was not being preferred over hint in some cases). One of the changes seems to have broken Fatal Rewind again, but no other regressions that I can see.
author Michael Pavone <pavone@retrodev.com>
date Sat, 30 Apr 2016 08:37:55 -0700
parents 4360cb5960c8
children edab85c29d4d
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
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

.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 .done
	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 .no_mouse_move
.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 .no_mouse_move
.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
.no_mouse_move
	btst #0, d4
	bne select_entry
.done
	rts
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
	;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:
	;init vertical scroll RAM
	vdpaccess $0, VDP_VSRAM_WRITE
	move.w #0, (a0)
	move.w #0, (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 #0, selected.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 #4, d0
	moveq #26, d1
	moveq #6, d2
	bsr draw_button
	
	;base attribute
	move.w #$206B, d0
	;x pos
	moveq #6, 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
	;TODO - setup cusrsor_show_fun
.done_page_buttons

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
	
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 v0.4.0", 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
	

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: