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Keyboard: KEYBOARD

[6502 Second Processor version, I/O processor]

Name: KEYBOARD [Show more] Type: Subroutine Category: Keyboard Summary: Implement the OSWORD 240 command (scan the keyboard and joystick and log the results)
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * OSWVECS calls KEYBOARD

This routine is run when the parasite sends an OSWORD 240 command. It scans the keyboard and joystick and stores the results in the key logger buffer pointed to by OSSC, which is then sent across the Tube to the parasite's own key logger buffer at KTRAN. First, it scans the keyboard for the primary flight keys. If any of the primary flight keys are pressed, the corresponding byte in the key logger is set to &FF, otherwise it is set to 0. If multiple flight keys are being pressed, they are all logged. Next, it scans the keyboard for any other key presses, starting with internal key number 16 ("Q") and working through the set of internal key numbers (see p.142 of the Advanced User Guide for a list of internal key numbers). If a key press is detected, the internal key number is stored in byte #2 of the key logger table and scanning stops. Finally, the joystick is read for X, Y and fire button values. The rotation value is also read from the Bitstik.
Arguments: OSSC The address of the table in which to log the key presses
Returns: OSSC The table is updated as follows: * Byte #2: If a non-primary flight control key is being pressed, its internal key number is put here * Byte #3: "?" is being pressed (0 = no, &FF = yes) * Byte #4: Space is being pressed (0 = no, &FF = yes) * Byte #5: "<" is being pressed (0 = no, &FF = yes) * Byte #6: ">" is being pressed (0 = no, &FF = yes) * Byte #7: "X" is being pressed (0 = no, &FF = yes) * Byte #8: "S" is being pressed (0 = no, &FF = yes) * Byte #9: "A" is being pressed (0 = no, &FF = yes) * Byte #10: Joystick X value (high byte) * Byte #11: Joystick Y value (high byte) * Byte #12: Bitstik rotation value (high byte) * Byte #14: Joystick 1 fire button is being pressed (Bit 4 set = no, Bit 4 clear = yes)
.KEYBOARD LDY #9 \ We're going to loop through the seven primary flight \ controls in KYTB and update the block pointed to by \ OSSC with their details. We want to store the seven \ results in bytes #2 to #9 in the block, so we set a \ loop counter in Y to count down from 9 to 3, so we can \ use this as an index into both the OSSC block and the \ KYTB table .DKL2 LDA KYTB-2,Y \ Set A to the relevant internal key number from the \ KYTB table (we add Y to KYTB-2 rather than KYTB as Y \ is looping from 9 down to 3, so this grabs the key \ numbers from 7 to 1, i.e. from "A" to "?" DKS4 \ Include macro DKS4 to check whether the key in A is \ being pressed, and if it is, set bit 7 of A ASL A \ Shift bit 7 of A into the C flag LDA #0 \ Set A = 0 + &FF + C ADC #&FF \ \ If the C flag is set (i.e. the key is being pressed) \ then this sets A = 0, otherwise it sets A = &FF EOR #%11111111 \ Flip all the bits in A, so now A = &FF if the key is \ being pressed, or A = 0 if it isn't STA (OSSC),Y \ Store A in the Y-th byte of the block pointed to by \ OSSC DEY \ Decrement the loop counter CPY #2 \ Loop back until we have processed all seven primary BNE DKL2 \ flight keys, leaving the loop with Y = 2 \ We're now going to scan the keyboard to see if any \ other keys are being pressed LDA #16 \ We start scanning from internal key number 16 ("Q"), \ so we set A as a loop counter SED \ Set the D flag to enter decimal mode. Because \ internal key numbers are all valid BCD (Binary Coded \ Decimal) numbers, setting this flag ensures we only \ loop through valid key numbers. To put this another \ way, when written in hexadecimal, internal key numbers \ only use the digits 0-9 and none of the letters A-F, \ and setting the D flag makes the following loop \ iterate through the following values of A: \ \ &10, &11, &12, &13, &14, &15, &16, &17, &18, &19, \ &20, &21, &22, &23, &24, &25, &26, &27, &28, &29, \ &30, &31... \ \ and so on up to &79, and then &80, at which point the \ loop terminates. This lets us efficiently work our \ way through all the internal key numbers without \ wasting time on numbers that aren't valid in BCD .DKL3 DKS4 \ Include macro DKS4 to check whether the key in A is \ being pressed, and if it is, set bit 7 of A TAX \ Copy the key press result into X BMI DK1 \ If bit 7 is set, i.e. the key is being pressed, skip \ to DK1 CLC \ Otherwise this key is not being pressed, so increment ADC #1 \ the loop counter in A. We couldn't use an INX or INY \ instruction here because the only instructions that \ support decimal mode are ADC and SBC. INX and INY \ always increment in binary mode, whatever the setting \ of the D flag, so instead we have to use an ADC BPL DKL3 \ Loop back to test the next key, ending the loop when \ A is negative (i.e. A = &80 = 128 = %10000000) .DK1 CLD \ Clear the D flag to return to binary mode EOR #%10000000 \ EOR A with #%10000000 to flip bit 7, so A now contains \ 0 if no key has been pressed, or the internal key \ number if a key has been pressed STA (OSSC),Y \ We exited the first loop above with Y = 2, so this \ stores the "other key" result in byte #2 of the block \ pointed to by OSSC \ We now check the joystick or Bitstik LDX #1 \ Call OSBYTE with A = 128 to fetch the 16-bit value LDA #128 \ from ADC channel 1 (the joystick X value), returning JSR OSBYTE \ the value in (Y X) \ \ * Channel 1 is the x-axis: 0 = right, 65520 = left TYA \ Copy Y to A, so the result is now in (A X) LDY #10 \ Store the high byte of the joystick X value in byte STA (OSSC),Y \ #10 of the block pointed to by OSSC LDX #2 \ Call OSBYTE with A = 128 to fetch the 16-bit value LDA #128 \ from ADC channel 2 (the joystick Y value), returning JSR OSBYTE \ the value in (Y X) \ \ * Channel 2 is the y-axis: 0 = down, 65520 = up TYA \ Copy Y to A, so the result is now in (A X) LDY #11 \ Store the high byte of the joystick Y value in byte STA (OSSC),Y \ #11 of the block pointed to by OSSC LDX #3 \ Call OSBYTE with A = 128 to fetch the 16-bit value LDA #128 \ from ADC channel 3 (the Bitstik rotation value), JSR OSBYTE \ returning the value in (Y X) TYA \ Copy Y to A, so the result is now in (A X) LDY #12 \ Store the high byte of the Bitstik rotation value in STA (OSSC),Y \ byte #12 of the block pointed to by OSSC LDY #14 \ Read 6522 System VIA input register IRB (SHEILA &40), LDA &FE40 \ which has bit 4 clear if joystick 1's fire button is STA (OSSC),Y \ pressed (otherwise it's set), and store the value in \ byte #14 of the block pointed to by OSSC .DK2 RTS \ Return from the subroutine