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bank7.inc
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ORG $8000
BANK_START $F7
; ---------------------------------------------------------------------------
; ------------------------B-U-I-L-D--R-O-U-T-I-N-E-S-------------------------
; ---------------------------------------------------------------------------
SECTION_START C03
; =============== S U B R O U T I N E =======================================
_constr_palette_state_update:
LDA #$00
STA _tmp0
STA _tmp1
STA _tmp2
STA _tmp3
TAX
.pal_loop:
JSR _test_if_city_money_enough_to_build ; C=0 if available
PHP
ROL _tmp0 ; shift value
ROL _tmp1 ; 0 - enabled, 1 - blocked
ROL _tmp2
ROL _tmp3
PLP
BCC .pal_enabled
CLC
BCC .push_activity_flag
.pal_enabled:
CPX _cur_constr_palette_selected_idx; if current icon isn't pressed
BNE .push_no_active ; then push second bit 0
SEC
BCS .push_activity_flag ; push 1 otherwise
.push_no_active:
CLC
.push_activity_flag:
ROL _tmp0 ; now we have pairs of bits for every
ROL _tmp1 ; constr button: 10 - blocked
ROL _tmp2 ; 00 - enabled, not pressed
ROL _tmp3 ; 01 - enabled, pressed
INX
CPX #$0E
BCC .pal_loop ; 14 items total, including prize ones
LDA _city._presents_list ; is a special case
ORA _city._presents_list+1
ORA _city._presents_list+2
ORA _city._presents_list+3 ; test if any
BEQ .no_prizes
LDA _tmp0 ; force enable the prize button
AND #$FD
STA _tmp0
JMP loc_B8110
.no_prizes:
LDA _tmp0 ; or force disable
ORA #$02
STA _tmp0
loc_B8110:
LDA _tmp0
CMP _constr_palette_flags ; test with already calculated bits before
BNE .pal_changed
LDA _tmp1
CMP _constr_palette_flags+1
BNE .pal_changed
LDA _tmp2
CMP _constr_palette_flags+2
BNE .pal_changed
LDA _tmp3
CMP _constr_palette_flags+3
BNE .pal_changed
RTS
.pal_changed:
LDA _tmp0 ; if changed, apply settings
STA _constr_palette_flags
LDA _tmp1
STA _constr_palette_flags+1
LDA _tmp2
STA _constr_palette_flags+2
LDA _tmp3
STA _constr_palette_flags+3
LDA #$FF ; set flag to update
STA _constr_palette_update_req
RTS
; =============== S U B R O U T I N E =======================================
_test_if_city_money_enough_to_build:
LDA _city._money+2 ; more than needed
BNE loc_B815D
TXA ; backup X reg
PHA
ASL
TAX
LDA _buildings_prices_list+1,X ; compare for cur building
CMP _city._money+1
BCC loc_B815B
BNE loc_B815F
LDA _buildings_prices_list,X
CMP _city._money
BCC loc_B815B
BNE loc_B815F
loc_B815B:
PLA ; restore X reg
TAX
loc_B815D:
CLC ; money enough C=0
RTS
loc_B815F:
PLA ; restore X reg as well
TAX
SEC ; money not enough C=1
RTS
; REDUNDANT, duplicated list of building costs here
;
;_buildings_prices_list:
; .WORD 1
; .WORD 10
; .WORD 5
; .WORD 20
; .WORD 10
; .WORD 100
; .WORD 100
; .WORD 100
; .WORD 500
; .WORD 500
; .WORD 3000
; .WORD 3000
; .WORD 5000
; .WORD 0 ; <- here is some trick to be sure the prize
; .WORD 5000 ; button won't be disabled when no money
; .WORD 10000 ; now we disabled it because using the full table
; no money - no prizes, get off
; =============== S U B R O U T I N E =======================================
; input: _cur_build_sample_tile_idx - current tile "sample" under construction cursor.
; output: C=1 - can't build here
; C=0 - success
; _cur_build_store_tile_idx - index of tile to build
;
_get_new_map_single_tile:
LDA _cur_build_sample_tile_idx
CMP #_MAP_GROUND
BEQ .do_money_sub ; regular buldozered ground at this point
CMP #_MAP_WATER
BEQ .j_water_tile_build_select ; special case water, no need to bulldozer
CMP #_MAP_WATER_ROUTE
BNE loc_B8194 ; special water tile HERE!
; SEC ; water roads! should be something special
; BCS .j_water_tile_build_select ; but C=1 means nothing currently there
; -
.j_water_tile_build_select:
JMP _water_tile_build_select
loc_B8194:
LDA _city._game_flags ; test autobuldozer flag
LSR
BCC .no_auto_bulldoze
LDA _cur_build_sample_tile_idx ; check for what we can bulldoze
CMP #_MAP_GRASS
BCC .no_auto_bulldoze ; can't autobulldoze any normal buildings
CMP #_MAP_FLOOD
BCC .do_auto_bulldoze ; can autobulldoze parks or corrupted grounds
CMP #_MAP_SHORE0
BCC .no_auto_bulldoze ; can't autobulldoze flood/pollution, other transport systems
CMP #_MAP_WATER_ROAD_LR
BCC .do_auto_bulldoze ; can autobulldoze sea shores
CMP #_MAP_CORRUPT0
BCC .no_auto_bulldoze ; more transport tiles
CMP #_MAP_BRIDGE_ROAD_LR
BCS .no_auto_bulldoze ; the rest of transport tiles
.do_auto_bulldoze:
INCW _cur_building_price ; yes, autobulldoze it
.do_money_sub:
JSR _money_subtract ; charge money
BCS locret_B81C4 ; can't build something is low money
LDA #$FF ; common flag to signal to destroy something
STA _cur_build_store_tile_idx ; then build a tile of the default type (horizontal)
CLC ; the actual bending/joints will be done later
locret_B81C4:
RTS
.no_auto_bulldoze:
LDA _constr_palette_selected_idx ; when no autobulldoze, we couldn't build anything
CMP #$01 ; except special cases of intersections, let's find any
BNE loc_B81D1
JMP _select_road_intersection_tile
loc_B81D1:
CMP #$03
BNE loc_B81D8
JMP _select_rails_intersection_tile
loc_B81D8:
JMP _select_electro_intersection_tile
; =============== S U B R O U T I N E =======================================
_select_road_intersection_tile:
LDA _cur_build_sample_tile_idx ; special intersection tiles select
CMP #_MAP_RAIL_LR
BEQ .build_storeB8
; BNE loc_B81E5 ; REDUNDANT
; LDA #_MAP_ROAD_RAIL_UD ; road+rail horizontal
; BNE .build_store1
loc_B81E5:
CMP #_MAP_RAIL_UD
BEQ .build_storeB7 ; OPTIMIZED
; BNE loc_B81ED ; REDUNDANT
; LDA #_MAP_ROAD_RAIL_LR ; road+rail vertical
; BNE .build_store1
loc_B81ED:
CMP #_MAP_ELECTRO_LR
BEQ .build_storeB9 ; OPTIMIZED
; BNE loc_B81F5 ; REDUNDANT
; LDA #_MAP_ELECTRO_ROAD_LR ; road+electric horizontal
; BNE .build_store1
loc_B81F5:
CMP #_MAP_ELECTRO_UD
BEQ .build_storeBA ; OPTIMIZED
; BEQ loc_B81FC ; REDUNDANT
BNE .build_forbidden0 ; nothing to build
;loc_B81FC:
; LDA #_MAP_ELECTRO_ROAD_UD ; road+electric vertical
; BNE .build_store1
; =============== S U B R O U T I N E =======================================
_select_rails_intersection_tile:
LDA _cur_build_sample_tile_idx
CMP #_MAP_ROAD_LR
BEQ .build_storeB7 ; OPTIMIZED
; BNE loc_B820A ; REDUNDANT
; LDA #_MAP_ROAD_RAIL_LR ; rail+road horizontal
; BNE .build_store1
loc_B820A:
CMP #_MAP_ROAD_UD
BEQ .build_storeB8 ; OPTIMIZED
; BNE loc_B8212 ; REDUNDANT
; LDA #_MAP_ROAD_RAIL_UD ; rail+road vertical
; BNE .build_store1
loc_B8212:
CMP #_MAP_ELECTRO_LR
BEQ .build_storeBB ; OPTIMIZED
; BNE loc_B821A ; REDUNDANT
; LDA #_MAP_ELECTRO_RAIL_LR ; rail+electro horizontal
; BNE .build_store1
loc_B821A:
CMP #_MAP_ELECTRO_UD
BEQ .build_storeBC
BNE .build_forbidden0
; LDA #_MAP_ELECTRO_RAIL_UD ; rail+electro vertical
; BNE .build_store1
; =============== S U B R O U T I N E =======================================
_select_electro_intersection_tile:
LDA _cur_build_sample_tile_idx
CMP #_MAP_ROAD_LR
BEQ .build_storeBA ; OPTIMIZED
; BNE loc_B822F ; REDUNDANT
; LDA #_MAP_ELECTRO_ROAD_UD ; electro+road horizontal
; BNE .build_store1
loc_B822F:
CMP #_MAP_ROAD_UD
BEQ .build_storeB9 ; OPTIMIZED
; BNE loc_B8237 ; REDUNDANT
; LDA #_MAP_ELECTRO_ROAD_LR ; electro+road vertical
; BNE .build_store1
loc_B8237:
CMP #_MAP_RAIL_LR
BEQ .build_storeBC ; OPTIMIZED
; BNE loc_B823F ; REDUNDANT
; LDA #_MAP_ELECTRO_RAIL_UD ; electro+rail horizontal
; BNE .build_store1
loc_B823F:
CMP #_MAP_RAIL_UD
BNE .build_forbidden0
.build_storeBB:
LDA #_MAP_ELECTRO_RAIL_LR ; electro+rail vertical
.BYTE $2C
.build_storeB7:
LDA #_MAP_ROAD_RAIL_LR ; rail+road horizontal
.BYTE $2C
.build_storeB8:
LDA #_MAP_ROAD_RAIL_UD ; rail+road vertical
.BYTE $2C
.build_storeB9:
LDA #_MAP_ELECTRO_ROAD_LR ; road+electric horizontal
.BYTE $2C
.build_storeBA:
LDA #_MAP_ELECTRO_ROAD_UD ; road+electric vertical
.BYTE $2C
.build_storeBC:
LDA #_MAP_ELECTRO_RAIL_UD ; electro+rail horizontal
STA _cur_build_store_tile_idx
JMP _money_subtract
; B3 B4 B5
; FF 00 01
; 4B 4C 4D
; =============== S U B R O U T I N E =======================================
_water_tile_build_select:
DEC _tmp_ptrC1+1 ; get four nearest tiles
LDY #$B4 ; upper, lower, left, right
LDA (_tmp_ptrC1),Y
PHA ; push upper
LDY #$FF
LDA (_tmp_ptrC1),Y
TAX ; X left
INC _tmp_ptrC1+1
LDY #$4C
LDA (_tmp_ptrC1),Y ; push lower
PHA
TXA
PHA ; push left
LDY #$01
LDA (_tmp_ptrC1),Y
PHA ; push right
LDA _constr_palette_selected_idx
CMP #$01
BNE .no_roads_on_water ; here we build roads on water
PLA ; pop nearest tiles in reverse order
JSR _test_for_valid_hor_road_water_joint
BCS .valid_left_road_water_joint
PLA
JSR _test_for_valid_hor_road_water_joint
BCS .valid_right_road_water_joint
PLA
JSR _test_for_valid_vert_road_water_joint
BCS .valid_bottom_road_water_joint
PLA
JSR _test_for_valid_vert_road_water_joint
BCS .valid_upper_road_water_joint
.build_forbidden0:
SEC
RTS
.no_roads_on_water:
CMP #$03
BNE .electric_water_joint_tests ; here we built rails
PLA
JSR _test_for_valid_hor_rail_water_joint
BCS .valid_left_rail_water_joint
PLA
JSR _test_for_valid_hor_rail_water_joint
BCS .valid_right_rail_water_joint
PLA
JSR _test_for_valid_vert_rail_water_joint
BCS .valid_bottom_rail_water_joint
PLA
JSR _test_for_valid_vert_rail_water_joint
BCS .valid_upper_rail_water_joint
BCC .build_forbidden0
.electric_water_joint_tests:
PLA
JSR _test_for_valid_hor_electric_water_joint
BCS .valid_left_electric_water_joint
PLA
JSR _test_for_valid_hor_electric_water_joint
BCS .valid_right_electric_water_joint
PLA
JSR _test_for_valid_vert_electric_water_joint
BCS .valid_bottom_electric_water_joint
PLA
JSR _test_for_valid_vert_electric_water_joint
BCS .valid_upper_electric_water_joint
BCC .build_forbidden0
.valid_left_road_water_joint:
PLA
.valid_right_road_water_joint:
PLA
PLA
LDA _cur_build_sample_tile_idx ; special water tiles
CMP #_MAP_WATER_ROUTE
BNE loc_B82CA
LDA #_MAP_BRIDGE_ROAD_LR ; set the special "bridge" road tile
BNE loc_B82CC
loc_B82CA:
LDA #_MAP_WATER_ROAD_LR ; let's build a regular hor road
loc_B82CC:
; STA _cur_build_store_tile_idx
; JMP _money_subtract
BNE .build_store ; OPTIMIZED
.valid_bottom_road_water_joint:
PLA
.valid_upper_road_water_joint:
LDA _cur_build_sample_tile_idx
CMP #_MAP_WATER_ROUTE
BNE loc_B82DD
LDA #_MAP_BRIDGE_ROAD_UD ; another bridge road
BNE loc_B82DF
loc_B82DD:
LDA #_MAP_WATER_ROAD_UD
loc_B82DF:
; STA _cur_build_store_tile_idx
; JMP _money_subtract
BNE .build_store ; OPTIMIZED
; NOTE: there is no sailable electrics or rails on water at all!
;
.valid_left_rail_water_joint:
PLA
.valid_right_rail_water_joint:
PLA ; there is no special bridger nor for a electrics...
PLA
LDA #_MAP_WATER_RAIL_LR
; STA _cur_build_store_tile_idx
; JMP _money_subtract
BNE .build_store ; OPTIMIZED
.valid_bottom_rail_water_joint:
PLA
.valid_upper_rail_water_joint:
LDA #_MAP_WATER_RAIL_UD
; STA _cur_build_store_tile_idx
; JMP _money_subtract
BNE .build_store ; OPTIMIZED
.valid_left_electric_water_joint:
PLA
.valid_right_electric_water_joint:
PLA ; ...nor for a rail lines on the water
PLA
LDA #_MAP_WATER_ELECTRO_LR
; STA _cur_build_store_tile_idx
; JMP _money_subtract
BNE .build_store ; OPTIMIZED
.valid_bottom_electric_water_joint:
PLA
.valid_upper_electric_water_joint:
LDA #_MAP_WATER_ELECTRO_UD
.build_store:
STA _cur_build_store_tile_idx
JMP _money_subtract
; =============== S U B R O U T I N E =======================================
_test_for_valid_hor_road_water_joint:
CMP #_MAP_ROAD_LR
BCC .invalid_road_water_joint ; can't join road on water with buildings
CMP #_MAP_RAIL_LR
BCC .valid_road_water_joint ; can only join with ground roads
CMP #_MAP_ROAD_RAIL_LR
BEQ .valid_road_water_joint ; also LR road+rail
CMP #_MAP_ELECTRO_ROAD_UD
BEQ .valid_road_water_joint ; also UD road+electric
CMP #_MAP_WATER_ROAD_LR
BEQ .valid_road_water_joint ; also LR road+water
CMP #_MAP_BRIDGE_ROAD_LR
BEQ .valid_road_water_joint ; and finally LR road+water copy, unused
.invalid_road_water_joint:
CLC
RTS
.valid_road_water_joint:
SEC
RTS
; =============== S U B R O U T I N E =======================================
_test_for_valid_vert_road_water_joint:
CMP #_MAP_ROAD_LR
BCC .invalid_road_water_joint ; the same for vert tiles here
CMP #_MAP_RAIL_LR
BCC .valid_road_water_joint ; regular roards are valid
CMP #_MAP_ROAD_RAIL_UD
BEQ .valid_road_water_joint ; as well as special ones,
CMP #_MAP_ELECTRO_ROAD_LR ; just with reversed sides
BEQ .valid_road_water_joint
CMP #_MAP_WATER_ROAD_UD
BEQ .valid_road_water_joint
CMP #_MAP_BRIDGE_ROAD_UD
BEQ .valid_road_water_joint
CLC
RTS
; =============== S U B R O U T I N E =======================================
_test_for_valid_hor_rail_water_joint:
CMP #_MAP_RAIL_LR ; rails building/ground joint invalid too
BCC .invalid_rail_water_joint ; as well as roars
CMP #_MAP_ELECTRO_LR
BCC .valid_rail_water_joint ; all rails on ground are valid
CMP #_MAP_ROAD_RAIL_UD
BEQ .valid_rail_water_joint ; all special rails as well
CMP #_MAP_ELECTRO_RAIL_UD ; NOTE, there is no "bridge rails" here at all
BEQ .valid_rail_water_joint
CMP #_MAP_WATER_RAIL_LR
BEQ .valid_rail_water_joint
.invalid_rail_water_joint:
CLC
RTS
.valid_rail_water_joint:
SEC
RTS
; =============== S U B R O U T I N E =======================================
_test_for_valid_vert_rail_water_joint:
CMP #_MAP_RAIL_LR
BCC .invalid_rail_water_joint ; the same for rotated rails
CMP #_MAP_ELECTRO_LR
BCC .valid_rail_water_joint
CMP #_MAP_ROAD_RAIL_LR
BEQ .valid_rail_water_joint
CMP #_MAP_ELECTRO_RAIL_LR
BEQ .valid_rail_water_joint
CMP #_MAP_WATER_RAIL_UD
BEQ .valid_rail_water_joint
CLC
RTS
; =============== S U B R O U T I N E =======================================
_test_for_valid_hor_electric_water_joint:
CMP #_MAP_GROUND ; electric is a special case, can be
BCC .valid_electric_water_joint ; built near any building in the shore
CMP #_MAP_ELECTRO_LR
BCC .invalid_electric_water_joint ; the rest as usual, no roads/rails
CMP #_MAP_GRASS
BCC .valid_electric_water_joint ; all electrics only
CMP #_MAP_ELECTRO_ROAD_LR
BEQ .valid_electric_water_joint
CMP #_MAP_ELECTRO_RAIL_LR
BEQ .valid_electric_water_joint
CMP #_MAP_WATER_ELECTRO_LR ; NOTE, no "bridge electric" wires as well
BEQ .valid_electric_water_joint
.invalid_electric_water_joint:
CLC
RTS
.valid_electric_water_joint:
SEC
RTS
; =============== S U B R O U T I N E =======================================
_test_for_valid_vert_electric_water_joint:
CMP #_MAP_GROUND
BCC .valid_electric_water_joint ; same for the rest of rotated wires
CMP #_MAP_ELECTRO_LR
BCC .invalid_electric_water_joint
CMP #_MAP_GRASS
BCC .valid_electric_water_joint
CMP #_MAP_ELECTRO_ROAD_UD
BEQ .valid_electric_water_joint
CMP #_MAP_ELECTRO_RAIL_UD
BEQ .valid_electric_water_joint
CMP #_MAP_WATER_ELECTRO_UD
BEQ .valid_electric_water_joint
CLC
RTS
; =============== S U B R O U T I N E =======================================
_is_build_available_here:
LDA #$FF
STA _cur_build_store_tile_idx ; set default building flag
LDA _city._game_flags
AND #$10
BEQ loc_B83B4 ; no test if debug mode
CLC ; C=0 - allowed
RTS
loc_B83B4:
LDY #$00 ; test all tiles under the future building
loc_B83B6:
STY _ptr0
LDA (_tmp_ptrC5),Y ; according to scheme
CMP #$80
BEQ loc_B83CA
TAY
LDA (_tmp_ptrC1),Y ; read and test if we can build here something
JSR _test_build_available_tile
LDY _ptr0
INY
BCC loc_B83B6 ; C here is a result of JSR!
;locret_B83C9:
RTS ; C=1 here, forbid
loc_B83CA:
JMP _money_subtract ; OPTIMIZED
; BCS locret_B83C9 ; REDUNDANT, exit anyway with correct C no need to recheck
; RTS
; =============== S U B R O U T I N E =======================================
_test_build_available_tile:
PHA
LDA _constr_palette_selected_idx ; present buildings?
CMP #$0D
BNE .regular_test
LDY _cur_present_select_idx ; yes, try specual case of
LDA _city._presents_list,Y ; water claim present
CMP #$05
BEQ .water_claim_test
.regular_test:
PLA
CMP #_MAP_GROUND ; not grounds, forbid alwaya
BCC .forbid ; can't autobulldoze buildings
CMP #_MAP_GROUND
BEQ .allow
PHA
LDA _city._game_flags ; test for autobuldoze flag
LSR
BCC .no_auto_bulldoze_here
LDA _constr_palette_selected_idx ; special case for train station present
CMP #$0D
BNE loc_B8401
LDY _cur_present_select_idx
LDA _city._presents_list,Y
CMP #$0E
BEQ .train_station_test
loc_B8401:
PLA
.full_bulldoze_test:
LDY _constr_palette_selected_idx
CPY #$04
BEQ .common_bulldoze_test ; skip additional check for parks
CMP #_MAP_ELECTRO_LR ; buildings can be build above electic wires
BCC .forbid
CMP #_MAP_GRASS
BCC .electo_wires_bulldoze ; bulldoze wires
.common_bulldoze_test:
CMP #_MAP_CORRUPTED ; all including grass and trees are forbidden
BCC loc_B842E
BEQ .allow_with_bulldoze ; can bulldoze corrupted map
CMP #_MAP_SHORE0 ; mixed tiles are forbinned
BCC .forbid
CMP #_MAP_WATER_ROAD_LR
BCC .allow_with_bulldoze ; here is the reange for sea shores and grounds
CMP #_MAP_CORRUPT0
BCC .forbid
CMP #_MAP_BRIDGE_ROAD_LR ; the rest of forbiddent tiles are for fire, etc
BCS .forbid
.allow_with_bulldoze:
INCW _cur_building_price ; increment bulldoze price
.allow:
CLC
RTS
loc_B842E:
LDA _constr_palette_selected_idx ; can bulldoze parks as well, but can't rebulldoze it
CMP #$04
BNE .allow_with_bulldoze
BEQ .forbid
.electo_wires_bulldoze:
LDA _constr_palette_selected_idx ; the same here for electrics
CMP #$02
BNE .allow_with_bulldoze
BEQ .forbid
.no_auto_bulldoze_here:
PLA
.forbid:
SEC
RTS
.water_claim_test:
PLA
CMP #_MAP_WATER ; water claims only full watered area including shores
BCC .full_bulldoze_test ; with no charge for bulldozing the shores
CMP #_MAP_WOODS0
BCC .allow
CMP #_MAP_WATER_ROUTE ; also special water route
BNE .full_bulldoze_test
CLC
RTS
.train_station_test:
PLA
CMP #_MAP_RAIL_LR ; can build above the rails with no charge
BCC .full_bulldoze_test
CMP #_MAP_ELECTRO_LR
BCS .full_bulldoze_test
; CLC ; REDUNDANT, C=0 already here
RTS
; =============== S U B R O U T I N E =======================================
; subtracts the delta amount from money if possible, return C=0 if sucess
; return subtracted back, return C=1 if money isn't enough
;
_money_subtract:
LDA _city._game_flags ; debug cheat, free construction
AND #$10
BNE loc_B8483
LDA _city._money ; subtract money with delta
SEC
SBC _cur_building_price
STA _city._money
LDA _city._money+1
SBC _cur_building_price+1
STA _city._money+1
LDA _city._money+2
SBC #$00
STA _city._money+2
BCC loc_B8485
loc_B8483:
CLC
RTS
loc_B8485:
LDA _city._money ; if exceeded, add back
ADC _cur_building_price
STA _city._money
LDA _city._money+1
ADC _cur_building_price+1
STA _city._money+1
LDA _city._money+2
ADC #$00
STA _city._money+2
SEC
RTS
SECTION_ENDS C03, "PRGC BUILD SET ROUTINES"
; ---------------------------------------------------------------------------
; ------------------T-I-T-L-E--S-C-R-E-E-N--H-A-N-D-L-E-R--------------------
; ---------------------------------------------------------------------------
SECTION_START F05
; =============== S U B R O U T I N E =======================================
_title_screen:
; REDUNDANT, not actually
; LDA _title_sub_idx ; enter here when any of the game modes
; CMP #$02 ; selection cancelled
; BEQ .title_loop ; return to menu instead of title screen
; INC _tmp118 ; REDUNDANT, actually, not need here too
; LDA #$00
; STA _title_sub_idx
.title_loop:
JSR _wait_for_nmi
LDA _pad1_prev_held ; test for sram reset A+B+UP+LEFT on PAD2
AND #$CA
CMP #$CA
BNE loc_B8526
FJSRA _sram_reset,SRAM,PRG3 ; call with FAR routine to switch WRAM on
loc_B8526:
JSR _title_sub_exec
BIT _title_sub_idx ; exit when idx = $80
BMI loc_B8534
JSR _spr_finish
JMP .title_loop
loc_B8534:
JSR _name_bufs_reset
JSR _spr_clear
LDA #$00
STA _MMC5_NT_MODE
RTS
; =============== S U B R O U T I N E =======================================
_name_bufs_reset:
LDY #$0A
LDA #$7C
loc_B9607:
STA _city._name,Y
STA _city._sister_name,Y
STA _city._bank_name,Y
; STA _city._unused_name3,Y
; STA _city._unused_name4,Y
DEY
BNE loc_B9607
LDY #$01
STY _city._name
STY _city._sister_name
STY _city._bank_name
; STY _city._unused_name3
; STY _city._unused_name4
; DEY ; REDUNDANT, init another place
; STY _tmp6DC+2 ; tmp counter for name input screen
RTS
; =============== S U B R O U T I N E =======================================
_title_sub_exec:
LDA _title_sub_idx
JSR _switch
.WORD _title_sub0_init
.WORD _title_sub1_title_input
.WORD _title_sub2_menu_draw
.WORD _title_sub3_menu_input
; =============== S U B R O U T I N E =======================================
_title_sub0_init:
INC _title_sub_idx
DEC _mmc5_operation_in_progress_flag
LDA #$FF
STA _game_core_state
JSR _render_off
JSR _spr_clear
LDA #$08
STA _mmc5_nt_mode_shadow
STA _MMC5_NT_MODE ; draw initial title screen
JSRXY _res_ppu_lz_unpack,_tlm_res_lz_title_main
JSR _wait_for_nmi
JSR _ppu_reset
LDX #$00
STX _game_wnd_spr_mode_flag
; STX _tmp118 ; also redundant
STX _cur_game_mode ; init cur game mode and menu idx at the same time
LDX #_MUS_IDX_TITLE0
STX _apu_mus_idx_req
LDA #$03
STA _scr_mode_idx
STA _ppu_pal_dequeue_req
LDA #$07
STA _screen_pal_cur_bg_idx
JSR _wait_for_nmi
LDA #$83
JSR _pal_load_lib
LDA #$00
STA _mmc5_nt_mode_shadow
STA _MMC5_NT_MODE
LDA #$03
STA _mmc5_chr_banks_shadow+3
STA _MMC5_CHR_BANKSA+3
LDA #$90
STA _ppu_ctrl_shadow
LDA _ppu_mask_shadow
AND #$FC
STA _ppu_mask_shadow
INC _mmc5_operation_in_progress_flag
JSR _render_on
JMP _pal_fade_in ; prepare palettes and fade in
; =============== S U B R O U T I N E =======================================
_title_sub1_title_input:
LDA _pad0_press ; first title, wait for START
AND #$90
BEQ locret_B855E
INC _title_sub_idx
JMP _pal_fade_out
locret_B855E:
RTS
; =============== S U B R O U T I N E =======================================
_title_sub2_menu_draw:
INC _title_sub_idx ; redraw title with menu
DEC _mmc5_operation_in_progress_flag
LDA #$01
STA _game_core_state
JSR _render_off
JSR _spr_clear
LDA #$08
STA _mmc5_nt_mode_shadow
STA _MMC5_NT_MODE
LDA #$03
STA _mmc5_chr_banks_shadow+3
STA _MMC5_CHR_BANKSA+3
LDXY _tlm_res_lz_title_menu_default ; draw one of two menu
LDA _has_saved_city_data_flag
BNE loc_B858C
LDXY _tlm_res_lz_title_menu_continue
loc_B858C:
JSR _res_ppu_lz_unpack
LDA _has_saved_city_data_flag ; if no saved games, then change default
BNE loc_B859E ; menu pos, or leave it at the same pos
LDA _cur_game_mode
BNE loc_B859E
LDX #$03
STX _cur_game_mode
loc_B859E:
JSR _title_cursor_draw
LDX #$03
STX _scr_mode_idx
LDX #$05
STX _screen_pal_cur_spr_idx
LDA #$07
STA _screen_pal_cur_bg_idx
LDA #$83
JSR _pal_load_lib
LDA #$00
STA _mmc5_nt_mode_shadow
STA _MMC5_NT_MODE
LDA _apu_mus_cur_idx
CMP #$01
BEQ loc_B85CB
CMP #$02
BEQ loc_B85CB
LDA #_MUS_IDX_TITLE0
STA _apu_mus_idx_req
loc_B85CB:
LDA #$90
STA _ppu_ctrl_shadow
LDA _ppu_mask_shadow
AND #$FC
STA _ppu_mask_shadow
INC _mmc5_operation_in_progress_flag
JSR _render_on
JMP _pal_fade_in
; =============== S U B R O U T I N E =======================================
_title_sub3_menu_input:
LDA _pad0_press
AND #$90
BNE .title_menu_select_apply
LDA _pad0_press
AND #$0C
BEQ .title_menu_default ; test UP/DOWN buttons
APUA_SE _SE_IDX_CLICK ; menu change sound
LDX _cur_game_mode
LDA _title_menu_item_decode,X
TAX
LDA _pad0_press ; test one more time, old value lost
AND #$0C
BEQ .title_menu_default
CMP #$08
BNE .title_menu_press_up ; adjust to menu items number
LDA _has_saved_city_data_flag
BNE loc_B8608 ; for case of 4 items
DEX
BNE .title_menu_idx_update
LDX #$04
loc_B8608:
DEX ; for case of 3 items
BPL .title_menu_idx_update
LDX #$03
BNE .title_menu_idx_update
.title_menu_press_up:
INX
CPX #$04
BCC .title_menu_idx_update ; the same for opposite side of menu
LDX #$00
LDA _has_saved_city_data_flag
BNE .title_menu_idx_update
INX
.title_menu_idx_update:
LDA _title_menu_item_encode,X
STA _cur_game_mode
BPL .title_menu_default
.title_menu_select_apply:
APUA_SE _SE_IDX_CLICK
; JSR _title_cursor_draw ; REDUNDANT
LDA #$80
STA _title_sub_idx ; exit flag
; RTS
.title_menu_default:
JMP _title_cursor_draw
;_unused_2:
; .BYTE $03,$04 ; REDUNDANT, unused list of the menu sizes
_title_menu_item_decode:
.BYTE $00,$02,$03,$01
_title_menu_item_encode:
.BYTE $00,$03,$01,$02
; =============== S U B R O U T I N E =======================================
_title_cursor_draw:
LDX _cur_game_mode
LDA _title_cursor_pos_list,X
LDX _has_saved_city_data_flag
BNE loc_B864D
SEC
SBC #$10
loc_B864D:
STA _tmp2
LDA #$00
STA _tmp3
STA _tmp4
; MOVWO _ptr0,_spr_raw_title_cursor ; REDUNDANT
LDY #$08 ; OPTIMIZED
JMP _spr_raw_insert
_title_cursor_pos_list:
.BYTE $68,$A8,$C8,$88
_tlm_res_lz_title_main:
.WORD $2000
.BYTE 4
.WORD _tlm_lz_title_header0
.WORD _tlm_lz_title1
.WORD _tlm_lz_title2
.WORD _tlm_lz_title3
_tlm_res_lz_title_menu_continue:
.WORD $2000
.BYTE 4
.WORD _tlm_lz_title_header0
.WORD _tlm_lz_title1A
.WORD _tlm_lz_title2
.WORD _tlm_lz_title3A
_tlm_res_lz_title_menu_default:
.WORD $2000
.BYTE 4
.WORD _tlm_lz_title_header0
.WORD _tlm_lz_title1B
.WORD _tlm_lz_title2
.WORD _tlm_lz_title3B
_tlm_lz_title_header0:
.BYTE $E4,$44,$FF,$67,$02,$23,$FF,$01,$0E,$0F,$65,$80,$03,$FF,$FF,$7A
.BYTE $7B,$27,$FF,$67,$12,$22,$FF,$62,$1D,$66,$90,$02,$FF,$7C,$7D,$26
.BYTE $FF,$6E,$21,$69,$A0,$25,$FF,$6F,$30,$69,$B0,$25,$FF,$6F,$40,$69
.BYTE $C0,$25,$FF,$6F,$50,$68,$D0,$26,$FF,$6F,$60,$67,$E0,$28,$FF,$63
.BYTE $71,$2F,$FF,$62,$F5,$3B,$FF,$63,$8B,$3C,$FF,$01,$9C,$9D,$25,$FF
.BYTE $FF
_tlm_lz_title1:
.BYTE $2F,$FF,$00,$9E,$83,$00,$0D,$27,$FF,$00,$04,$2A,$FF,$64,$00,$02
.BYTE $FF,$9F,$AB,$62,$BA,$00,$AA,$63,$AC,$64,$CB,$8A,$00,$1A,$64,$09
.BYTE $03,$FF,$9F,$AA,$AC,$62,$BD,$66,$D9,$2C,$FF,$65,$19,$00,$FF,$66
.BYTE $E8,$01,$9A,$9B,$8F,$00,$55,$65,$29,$03,$FF,$FF,$21,$22,$30,$FF
.BYTE $84,$00,$1D,$65,$39,$03,$FF,$FF,$31,$32,$24,$FF,$62,$28,$24,$FF
.BYTE $00,$40,$27,$FF,$65,$49,$03,$FF,$FF,$41,$42,$84,$00,$1B,$62,$48
.BYTE $24,$FF,$01,$50,$51,$22,$FF,$62,$55,$00,$FF,$65,$59,$00,$FF,$62
.BYTE $50,$24,$FF,$62,$58,$01,$FF,$FF,$64,$5D,$00,$FF,$6C,$63,$64,$60
.BYTE $00,$FF,$64,$66,$01,$FF,$FF,$72,$6D,$7F,$70,$7F,$80,$7F,$90,$7F
.BYTE $A0,$7F,$B0,$7F,$C0,$7F,$D0,$72,$E0,$23,$FF,$03,$F7,$F8,$FF,$FF
.BYTE $64,$FB,$6D,$F0,$E4,$41,$FF,$FF
_tlm_lz_title1A:
.BYTE $E4,$6A,$FF,$07,$8E,$AD,$AC,$C1,$AB,$C2,$C1,$AF,$37,$FF,$07,$9E
.BYTE $BD,$BC,$D1,$BB,$D2,$D1,$BF,$E4,$54,$FF,$63,$AA,$09,$AB,$FF,$AE
.BYTE $AF,$C0,$FF,$C1,$C2,$AB,$7B,$31,$FF,$63,$BA,$09,$BB,$FF,$BE,$BF
.BYTE $D0,$FF,$D1,$D2,$BB,$8B,$3E,$FF,$00,$9B,$E4,$31,$FF,$0E,$AA,$AF
.BYTE $C9,$AF,$C1,$AB,$FF,$AA,$C1,$AF,$8C,$AC,$AD,$C2,$8D,$30,$FF,$0E
.BYTE $BA,$BF,$D9,$BF,$D1,$BB,$FF,$BA,$D1,$BF,$9C,$BC,$BD,$D2,$9D,$E4
.BYTE $E8,$FF,$FF
_tlm_lz_title1B:
.BYTE $E4,$26,$FF,$01,$C3,$AF,$62,$C4,$0B,$AF,$FF,$AA,$AC,$C7,$AF,$C8
.BYTE $FF,$C1,$C2,$AB,$7B,$2E,$FF,$01,$D3,$BF,$62,$D4,$0B,$BF,$FF,$BA
.BYTE $BC,$D7,$BF,$D8,$FF,$D1,$D2,$BB,$8B,$3E,$FF,$00,$9B,$E4,$32,$FF
.BYTE $07,$8E,$AD,$AC,$C1,$AB,$C2,$C1,$AF,$37,$FF,$07,$9E,$BD,$BC,$D1
.BYTE $BB,$D2,$D1,$BF,$E4,$54,$FF,$63,$AA,$04,$AB,$FF,$AE,$AF,$C0,$93
.BYTE $00,$33,$22,$FF,$63,$BA,$04,$BB,$FF,$BE,$BF,$D0,$F0,$56,$00,$53
.BYTE $0E,$AA,$AF,$C9,$AF,$C1,$AB,$FF,$AA,$C1,$AF,$8C,$AC,$AD,$C2,$8D
.BYTE $30,$FF,$0E,$BA,$BF,$D9,$BF,$D1,$BB,$FF,$BA,$D1,$BF,$9C,$BC,$BD
.BYTE $D2,$9D,$E4,$A8,$FF,$FF
_tlm_lz_title2:
.BYTE $E4,$50,$14,$27,$54,$03,$14,$14,$94,$94,$32,$14,$29,$54,$9F,$00