Game menu working. Issue where reading keys cause interference with JOY/Mouse atm.

This commit is contained in:
Mattias Hansson 2026-01-11 18:38:24 +01:00
parent 263e019669
commit a799d7695c
7 changed files with 305 additions and 22 deletions

View file

@ -12,6 +12,7 @@ ASM
*=$3000 *=$3000
ENDASM ENDASM
#INCLUDE <c64scr.c65>
#INCLUDE "utils.c65" #INCLUDE "utils.c65"
#INCLUDE "cardconsts.c65" #INCLUDE "cardconsts.c65"
#INCLUDE "pileconsts.c65" #INCLUDE "pileconsts.c65"
@ -24,6 +25,7 @@ ENDASM
#INCLUDE "joystick.c65" #INCLUDE "joystick.c65"
#INCLUDE "mouse.c65" #INCLUDE "mouse.c65"
#INCLUDE "pointer.c65" #INCLUDE "pointer.c65"
#INCLUDE "cardsprites.c65"
#INCLUDE "keyboard.c65" #INCLUDE "keyboard.c65"
#INCLUDE "gamemenu.c65" #INCLUDE "gamemenu.c65"
//#INCLUDE "joysticktests.c65" //#INCLUDE "joysticktests.c65"
@ -40,6 +42,9 @@ FUNC main
sei sei
ENDASM ENDASM
lib_c64scr_blank() // screen later enabled just before gameloop starts.
// Save zero page for potential kernal operations later // Save zero page for potential kernal operations later
save_zeropage() save_zeropage()
@ -48,13 +53,12 @@ FUNC main
// Normal game: random shuffle and deal // Normal game: random shuffle and deal
// Seed RNG with multiple entropy sources for better randomness // Seed RNG with multiple entropy sources for better randomness
WORD timer_seed WORD timer_seed
BYTE raster @ $d012
BYTE extra_entropy BYTE extra_entropy
BYTE warmup BYTE warmup
// Combine CIA timer with raster position // Combine CIA timer with raster position
timer_seed = PEEKW $DC04 timer_seed = PEEKW $DC04
extra_entropy = raster extra_entropy = vic_raster
timer_seed = timer_seed ^ extra_entropy timer_seed = timer_seed ^ extra_entropy
rand_seed(timer_seed) rand_seed(timer_seed)

View file

@ -709,6 +709,33 @@ ASM
!8 $00 !8 $00
ENDASM ENDASM
// Sprite 25: "RETURN FOR MENU" text (XORed with $ff)
LABEL sprite_text_return_menu
ASM
!8 $ee, $ea, $e9
!8 $a8, $4a, $ad
!8 $cc, $4a, $cb
!8 $a8, $4a, $a9
!8 $ae, $4e, $a9
!8 $00, $00, $00
!8 $03, $bb, $80
!8 $02, $2a, $80
!8 $03, $2b, $00
!8 $02, $2a, $80
!8 $02, $3a, $80
!8 $00, $00, $00
!8 $0a, $e9, $50
!8 $0e, $8d, $50
!8 $0a, $cb, $50
!8 $0a, $89, $50
!8 $0a, $e9, $70
!8 $00, $00, $00
!8 $00, $00, $00
!8 $00, $00, $00
!8 $00, $00, $00
!8 $fe
ENDASM
// ============================================================================ // ============================================================================
// CARD DISPLAY SPRITE MANAGEMENT // CARD DISPLAY SPRITE MANAGEMENT
// ============================================================================ // ============================================================================
@ -716,7 +743,7 @@ ENDASM
// Uses sprites 1-5 (sprite 0 is reserved for pointer) // Uses sprites 1-5 (sprite 0 is reserved for pointer)
// ============================================================================ // ============================================================================
// VIC-II Sprite registers for card display (sprites 1-5) // VIC-II Sprite registers for card display (sprites 1-5) and menu hint (sprite 6)
// Note: sprite_x_msb and sprite_enable already declared in pointer.c65 // Note: sprite_x_msb and sprite_enable already declared in pointer.c65
BYTE sprite_x1 @ $d002 // Sprite 1 X BYTE sprite_x1 @ $d002 // Sprite 1 X
BYTE sprite_y1 @ $d003 // Sprite 1 Y BYTE sprite_y1 @ $d003 // Sprite 1 Y
@ -728,16 +755,20 @@ BYTE sprite_x4 @ $d008 // Sprite 4 X
BYTE sprite_y4 @ $d009 // Sprite 4 Y BYTE sprite_y4 @ $d009 // Sprite 4 Y
BYTE sprite_x5 @ $d00a // Sprite 5 X BYTE sprite_x5 @ $d00a // Sprite 5 X
BYTE sprite_y5 @ $d00b // Sprite 5 Y BYTE sprite_y5 @ $d00b // Sprite 5 Y
BYTE sprite_x6 @ $d00c // Sprite 6 X (menu hint)
BYTE sprite_y6 @ $d00d // Sprite 6 Y (menu hint)
BYTE sprite_color1 @ $d028 // Sprite 1 color BYTE sprite_color1 @ $d028 // Sprite 1 color
BYTE sprite_color2 @ $d029 // Sprite 2 color BYTE sprite_color2 @ $d029 // Sprite 2 color
BYTE sprite_color3 @ $d02a // Sprite 3 color BYTE sprite_color3 @ $d02a // Sprite 3 color
BYTE sprite_color4 @ $d02b // Sprite 4 color BYTE sprite_color4 @ $d02b // Sprite 4 color
BYTE sprite_color5 @ $d02c // Sprite 5 color BYTE sprite_color5 @ $d02c // Sprite 5 color
BYTE sprite_color6 @ $d02d // Sprite 6 color (menu hint)
BYTE sprite_pointer1 @ $07f9 // Sprite 1 pointer BYTE sprite_pointer1 @ $07f9 // Sprite 1 pointer
BYTE sprite_pointer2 @ $07fa // Sprite 2 pointer BYTE sprite_pointer2 @ $07fa // Sprite 2 pointer
BYTE sprite_pointer3 @ $07fb // Sprite 3 pointer BYTE sprite_pointer3 @ $07fb // Sprite 3 pointer
BYTE sprite_pointer4 @ $07fc // Sprite 4 pointer BYTE sprite_pointer4 @ $07fc // Sprite 4 pointer
BYTE sprite_pointer5 @ $07fd // Sprite 5 pointer BYTE sprite_pointer5 @ $07fd // Sprite 5 pointer
BYTE sprite_pointer6 @ $07fe // Sprite 6 pointer (menu hint)
// Card display sprite positions (upper right corner) // Card display sprite positions (upper right corner)
// Screen starts at (24,50), size 320x200 // Screen starts at (24,50), size 320x200
@ -888,12 +919,64 @@ FEND
FUNC card_display_hide FUNC card_display_hide
BYTE temp BYTE temp
// Disable sprites 1-5, keep sprite 0 (pointer) // Disable sprites 1-5, keep sprite 0 (pointer) and sprite 6 (menu hint)
temp = sprite_enable temp = sprite_enable
temp = temp & %11000001 temp = temp & %11000001
sprite_enable = temp sprite_enable = temp
FEND FEND
// ============================================================================
// MENU HINT SPRITE MANAGEMENT
// ============================================================================
// "RETURN FOR MENU" text displayed at bottom of screen during gameplay
// Uses sprite 6
// ============================================================================
// Menu hint sprite position (bottom right of screen)
WORD CONST MENU_HINT_X = 320 // Right edge (beyond 255, needs X MSB)
BYTE CONST MENU_HINT_Y = 230 // Bottom of screen (50 + 200 - 21 sprite height)
// Sprite block for "RETURN FOR MENU" text (sprite 25)
BYTE CONST SPRITE_BLOCK_MENU_HINT = 162 // 137 + 25 = 162
// ============================================================================
// FUNC menu_hint_show
// Show "RETURN FOR MENU" sprite at bottom of screen
// Call this when entering gameplay
// ============================================================================
FUNC menu_hint_show
// Set sprite 6 pointer to "RETURN FOR MENU" sprite
sprite_pointer6 = SPRITE_BLOCK_MENU_HINT
// Position at bottom right
sprite_x6 = MENU_HINT_X
sprite_y6 = MENU_HINT_Y
// Set X MSB for sprite 6 (bit 6) if X > 255
IF MENU_HINT_X > 255
sprite_x_msb = sprite_x_msb | %01000000
ENDIF
// Set color to blue (6)
sprite_color6 = 6
// Enable sprite 6
sprite_enable = sprite_enable | %01000000
FEND
// ============================================================================
// FUNC menu_hint_hide
// Hide "RETURN FOR MENU" sprite
// Call this when entering menu
// ============================================================================
FUNC menu_hint_hide
// Disable sprite 6
sprite_enable = sprite_enable & %10111111
FEND
LABEL __skip_lib_cardsprites LABEL __skip_lib_cardsprites
#IFEND #IFEND

View file

@ -0,0 +1,149 @@
; Generated by SpritePad C64 - Subchrist Software, 2003-2025.
; Assemble with 64TASS or similar.
; Colour values...
colr_vic_bg0 = 0
colr_vic_sprite_mc1 = 0
colr_vic_sprite_mc2 = 1
; Quantities and dimensions...
sprite_count = 16
; Data block addresses (dummy values) and sizes...
addr_spriteset_data = $1000
size_spriteset_data = $400 ; (1024 bytes)
addr_spriteset_attrib_data = $1000
size_spriteset_attrib_data = $10 ; (16 bytes)
; * INSERT EXAMPLE PROGRAM HERE! * (or just include this file in your project).
; SpriteSet Data...
; 16 images, 64 bytes per image, total size is 1024 ($400) bytes.
* = addr_spriteset_data
spriteset_data
sprite_image_0
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ef,$ff,$ff
.byte $ef,$ff,$ff,$c7,$ff,$ff,$c7,$ff,$ff,$93,$ff,$ff,$93,$ff,$ff,$39
.byte $ff,$ff,$01,$ff,$fe,$00,$ff,$fe,$7c,$ff,$fc,$38,$7f,$fc,$38,$7f
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_1
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$83,$ff,$ff
.byte $01,$ff,$ff,$39,$ff,$ff,$f9,$ff,$ff,$f1,$ff,$ff,$e3,$ff,$ff,$c7
.byte $ff,$ff,$8f,$ff,$ff,$19,$ff,$ff,$39,$ff,$ff,$01,$ff,$ff,$01,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_2
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01,$ff,$ff
.byte $01,$ff,$ff,$33,$ff,$ff,$e7,$ff,$ff,$cf,$ff,$ff,$83,$ff,$ff,$81
.byte $ff,$ff,$f9,$ff,$ff,$f9,$ff,$ff,$39,$ff,$ff,$01,$ff,$ff,$83,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_3
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$f3,$ff,$ff
.byte $e3,$ff,$ff,$c3,$ff,$ff,$83,$ff,$ff,$13,$ff,$fe,$33,$ff,$fe,$00
.byte $ff,$fe,$00,$ff,$ff,$f3,$ff,$ff,$f3,$ff,$ff,$e1,$ff,$ff,$e1,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_4
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01,$ff,$ff
.byte $01,$ff,$ff,$3f,$ff,$ff,$3f,$ff,$ff,$03,$ff,$ff,$01,$ff,$ff,$f9
.byte $ff,$ff,$f9,$ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$01,$ff,$ff,$83,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_5
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$c3,$ff,$ff
.byte $83,$ff,$ff,$1f,$ff,$ff,$3f,$ff,$ff,$03,$ff,$ff,$01,$ff,$ff,$39
.byte $ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$01,$ff,$ff,$83,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_6
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01,$ff,$ff
.byte $01,$ff,$ff,$39,$ff,$ff,$f3,$ff,$ff,$f3,$ff,$ff,$e7,$ff,$ff,$e7
.byte $ff,$ff,$e7,$ff,$ff,$cf,$ff,$ff,$cf,$ff,$ff,$cf,$ff,$ff,$cf,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_7
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$83,$ff,$ff
.byte $01,$ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$83,$ff,$ff,$01
.byte $ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$01,$ff,$ff,$83,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_8
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$83,$ff,$ff
.byte $01,$ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$01
.byte $ff,$ff,$81,$ff,$ff,$f9,$ff,$ff,$f1,$ff,$ff,$83,$ff,$ff,$87,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_9
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$fe,$61,$ff,$fe
.byte $40,$ff,$fe,$4c,$ff,$fe,$4c,$ff,$fe,$4c,$ff,$fe,$4c,$ff,$fe,$4c
.byte $ff,$fe,$4c,$ff,$fe,$4c,$ff,$fe,$4c,$ff,$fe,$40,$ff,$fe,$61,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_10
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$e1,$ff,$ff
.byte $e1,$ff,$ff,$f3,$ff,$ff,$f3,$ff,$ff,$f3,$ff,$ff,$f3,$ff,$ff,$f3
.byte $ff,$ff,$f3,$ff,$ff,$33,$ff,$ff,$33,$ff,$ff,$03,$ff,$ff,$87,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_11
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$83,$ff,$ff
.byte $01,$ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$39
.byte $ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$39,$ff,$ff,$01,$ff,$ff,$83,$ff
.byte $ff,$f1,$ff,$ff,$f9,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_12
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$fe,$10,$ff,$fe
.byte $10,$ff,$ff,$33,$ff,$ff,$27,$ff,$ff,$0f,$ff,$ff,$1f,$ff,$ff,$0f
.byte $ff,$ff,$27,$ff,$ff,$33,$ff,$ff,$39,$ff,$fe,$10,$ff,$fe,$10,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_13
.byte $51,$15,$11,$55,$75,$d5,$11,$73,$b5,$55,$75,$75,$55,$15,$11,$ff
.byte $ff,$ff,$f1,$b3,$11,$f7,$b5,$75,$f1,$b5,$31,$fd,$b5,$73,$f1,$b3
.byte $15,$ff,$ff,$ff,$ff,$11,$11,$ff,$d5,$d7,$ff,$15,$11,$ff,$75,$75
.byte $ff,$11,$11,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_14
.byte $b3,$ff,$ff,$b5,$ff,$ff,$b5,$ff,$ff,$b5,$ff,$ff,$b3,$ff,$ff,$ff
.byte $ff,$ff,$1f,$ff,$ff,$7f,$ff,$ff,$1f,$ff,$ff,$df,$ff,$ff,$1f,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff
.byte $ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
sprite_image_15
.byte $11,$15,$16,$57,$b5,$52,$33,$b5,$34,$57,$b5,$56,$51,$b1,$56,$ff
.byte $ff,$ff,$fc,$44,$7f,$fd,$d5,$7f,$fc,$d4,$ff,$fd,$d5,$7f,$fd,$c5
.byte $7f,$ff,$ff,$ff,$f5,$16,$af,$f1,$72,$af,$f5,$34,$af,$f5,$76,$af
.byte $f5,$16,$8f,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$ff,$01
; SpriteSet Attribute Data...
; 16 attributes, 1 per image, 8 bits each, total size is 16 ($10) bytes.
; nb. Upper nybbles = MYXV, lower nybbles = colour (0-15).
* = addr_spriteset_attrib_data
spriteset_attrib_data
.byte $01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01,$01

View file

@ -883,17 +883,16 @@ FUNC game_loop
mem_copy(src_ptr, src_end_ptr, dst_ptr) mem_copy(src_ptr, src_end_ptr, dst_ptr)
// Copy card sprite data to $2240 (sprite blocks 137+) // Copy card sprite data to $2240 (sprite blocks 137+)
// 25 sprites × 64 bytes = 1600 bytes // 26 sprites × 64 bytes = 1664 bytes (includes "RETURN FOR MENU" sprite)
POINTER src_ptr -> sprite_rank_ace POINTER src_ptr -> sprite_rank_ace
POINTER dst_ptr -> $2240 POINTER dst_ptr -> $2240
mem_copy_range(src_ptr, dst_ptr, 64*25) mem_copy_range(src_ptr, dst_ptr, 64*26)
// Outer loop for restart handling // Outer loop for restart handling
WHILE 1 WHILE 1
// Initialize mouse and pointer // Initialize mouse and pointer
mouse_init() mouse_init()
pointer_init(160, 100, color_red, 136) // Sprite block 136 = $2200, bright red color pointer_init(160, 100, color_red, 136) // Sprite block 136 = $2200, bright red color
@ -904,6 +903,9 @@ FUNC game_loop
// Initialize card display sprites // Initialize card display sprites
card_display_init() card_display_init()
// Show menu hint sprite
menu_hint_show()
#IFDEF TEST_GAMES #IFDEF TEST_GAMES
// Test game options (comment/uncomment one): // Test game options (comment/uncomment one):
//setup_test_game_tall_tableau() // K->3 in tab0, red 2 in waste //setup_test_game_tall_tableau() // K->3 in tab0, red 2 in waste
@ -911,7 +913,6 @@ FUNC game_loop
setup_test_game_overflow() // K->A in tab3 to test screen overflow setup_test_game_overflow() // K->A in tab3 to test screen overflow
#IFEND #IFEND
BYTE raster @ $d012
BYTE menu_key BYTE menu_key
BYTE menu_action BYTE menu_action
@ -921,10 +922,12 @@ FUNC game_loop
render_all_piles_initial() render_all_piles_initial()
lib_c64scr_show()
// Inner game loop // Inner game loop
WHILE 1 WHILE 1
// Wait for raster to avoid tearing // Wait for raster to avoid tearing
WHILE raster != 250 WHILE vic_raster != 250
WEND WEND
// Check for menu key (Return or Left Arrow) // Check for menu key (Return or Left Arrow)
@ -939,16 +942,6 @@ FUNC game_loop
fill_mem($0400, $0400+999, 0) fill_mem($0400, $0400+999, 0)
render_all_piles_initial() render_all_piles_initial()
ENDIF ENDIF
IF menu_key == KEY_LEFT_ARROW
menu_show(menu_action)
IF menu_action == MENU_ACTION_RESTART
// Restart requested - break out to restart
BREAK
ENDIF
// Clear screen and re-render after resume
fill_mem($0400, $0400+999, 0)
render_all_piles_initial()
ENDIF
// Read mouse input (Port 1) // Read mouse input (Port 1)
mouse_read() mouse_read()

View file

@ -149,8 +149,8 @@ FEND
// Render the full menu screen with current settings // Render the full menu screen with current settings
// ============================================================================ // ============================================================================
FUNC menu_render FUNC menu_render
WORD screen_pos @ $f0 WORD screen_pos
WORD str_ptr @ $f2 WORD str_ptr
// Clear screen // Clear screen
fill_mem($0400, $0400+999, 32) // 32 = space character fill_mem($0400, $0400+999, 32) // 32 = space character
@ -178,7 +178,7 @@ FUNC menu_render
menu_update_found_to_tab() menu_update_found_to_tab()
// Instructions for resume/restart (row 14+) // Instructions for resume/restart (row 14+)
screen_pos = 14*40+$0400+4 screen_pos = 12*40+$0400+4
POINTER str_ptr -> str_inst_f7 POINTER str_ptr -> str_inst_f7
menu_print_string(screen_pos, str_ptr) menu_print_string(screen_pos, str_ptr)
@ -186,6 +186,17 @@ FUNC menu_render
POINTER str_ptr -> str_inst_f8 POINTER str_ptr -> str_inst_f8
menu_print_string(screen_pos, str_ptr) menu_print_string(screen_pos, str_ptr)
// License (row 23, centered)
screen_pos = 20*40+$0400+2
POINTER str_ptr -> str_controls
menu_print_string(screen_pos, str_ptr)
// License (row 23, centered)
screen_pos = 23*40+$0400+1
POINTER str_ptr -> str_license
menu_print_string(screen_pos, str_ptr)
// Set border color to menu color (purple) // Set border color to menu color (purple)
POKE $d020 , 4 POKE $d020 , 4
FEND FEND
@ -196,6 +207,9 @@ FEND
// Display menu and handle input, return action to take // Display menu and handle input, return action to take
// ============================================================================ // ============================================================================
FUNC menu_show(out:{BYTE action}) FUNC menu_show(out:{BYTE action})
lib_c64scr_blank()
BYTE key BYTE key
BYTE prev_key BYTE prev_key
@ -206,6 +220,9 @@ FUNC menu_show(out:{BYTE action})
game_selected_pile = PILE_ID_NONE game_selected_pile = PILE_ID_NONE
game_selected_card_count = 0 game_selected_card_count = 0
// Hide menu hint sprite
menu_hint_hide()
// Save current screen state // Save current screen state
menu_save_screen() menu_save_screen()
@ -219,6 +236,8 @@ FUNC menu_show(out:{BYTE action})
// Render menu // Render menu
menu_render() menu_render()
lib_c64scr_show()
// Wait for key release first (debounce) // Wait for key release first (debounce)
key_scan(key) key_scan(key)
WHILE key != KEY_NONE WHILE key != KEY_NONE
@ -256,6 +275,11 @@ FUNC menu_show(out:{BYTE action})
action = MENU_ACTION_RESUME action = MENU_ACTION_RESUME
BREAK BREAK
CASE KEY_RETURN
// Resume game
action = MENU_ACTION_RESUME
BREAK
CASE KEY_F8 CASE KEY_F8
// Restart game (SHIFT+F7) // Restart game (SHIFT+F7)
action = MENU_ACTION_RESTART action = MENU_ACTION_RESTART
@ -272,6 +296,8 @@ FUNC menu_show(out:{BYTE action})
key_scan(key) key_scan(key)
WEND WEND
lib_c64scr_blank()
// Restore screen or clear for restart // Restore screen or clear for restart
IF action == MENU_ACTION_RESUME IF action == MENU_ACTION_RESUME
menu_restore_screen() menu_restore_screen()
@ -288,8 +314,13 @@ FUNC menu_show(out:{BYTE action})
// Re-enable pointer sprite (game loop will handle card display sprites) // Re-enable pointer sprite (game loop will handle card display sprites)
pointer_enable(1) pointer_enable(1)
// Show menu hint sprite again
menu_hint_show()
// Restore border color // Restore border color
POKE $d020 , 1 // White POKE $d020 , 1 // White
lib_c64scr_show()
FEND FEND
// Menu strings (null-terminated) - Using !scr for screen codes // Menu strings (null-terminated) - Using !scr for screen codes
@ -338,6 +369,17 @@ ASM
!scr "F8: Restart game", 0 !scr "F8: Restart game", 0
ENDASM ENDASM
LABEL str_controls
ASM
!scr "1351 Mouse Port 1 / Joystick Port 2", 0
ENDASM
LABEL str_license
ASM
!scr "by Hackz0id/Siders 2026 (GNU GPL v2.0)", 0
ENDASM
LABEL __skip_lib_gamemenu LABEL __skip_lib_gamemenu

View file

@ -4,6 +4,18 @@
GOTO __skip_lib_utils GOTO __skip_lib_utils
// ============================================================================
// HARDWARE REGISTER DEFINITIONS
// ============================================================================
// Shared hardware register references to avoid duplicate declarations
// ============================================================================
BYTE vic_raster @ $d012 // VIC-II raster line register
// ============================================================================
// UTILITY FUNCTIONS
// ============================================================================
FUNC fill_mem({WORD start_addr @ $fb} {WORD end_addr} {BYTE value}) FUNC fill_mem({WORD start_addr @ $fb} {WORD end_addr} {BYTE value})
FOR start_addr = start_addr TO end_addr FOR start_addr = start_addr TO end_addr