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Text: TT26

[6502 Second Processor version, I/O processor]

Name: TT26 [Show more] Type: Subroutine Category: Text Summary: Print a character at the text cursor by poking into screen memory Deep dive: Drawing text
Context: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * printer calls TT26 * USOSWRCH calls TT26 * cls calls via RR4

Print a character at the text cursor (XC, YC), do a beep, print a newline, or delete left (backspace). Calls to OSWRCH will end up here when A is not in the range 128-147, as those are reserved for the special jump table OSWRCH commands.
Arguments: A The character to be printed. Can be one of the following: * 7 (beep) * 10 (line feed) * 11 (clear the top part of the screen and draw a border) * 12-13 (carriage return) * 32-95 (ASCII capital letters, numbers and punctuation) * 127 (delete the character to the left of the text cursor and move the cursor to the left) XC Contains the text column to print at (the x-coordinate) YC Contains the line number to print on (the y-coordinate)
Returns: A A is preserved X X is preserved Y Y is preserved
Other entry points: RR4 Restore the registers and return from the subroutine
.TT26 STA K3 \ Store the A, X and Y registers, so we can restore TYA \ them at the end (so they don't get changed by this PHA \ routine) TXA PHA LDA K3 TAY \ Set Y = the character to be printed BEQ RR4S \ If the character is zero, which is typically a string \ terminator character, jump down to RR4 (via the JMP in \ RR4S) to restore the registers and return from the \ subroutine using a tail call CMP #11 \ If this is control code 11 (clear screen), jump to cls BEQ cls \ to clear the top part of the screen, draw a white \ border and return from the subroutine via RR4 CMP #7 \ If this is not control code 7 (beep), skip the next BNE P%+5 \ instruction JMP R5 \ This is control code 7 (beep), so jump to R5 to make \ a beep and return from the subroutine via RR4 CMP #32 \ If this is an ASCII character (A >= 32), jump to RR1 BCS RR1 \ below, which will print the character, restore the \ registers and return from the subroutine CMP #10 \ If this is control code 10 (line feed) then jump to BEQ RRX1 \ RRX1, which will move down a line, restore the \ registers and return from the subroutine LDX #1 \ If we get here, then this is control code 12 or 13, STX XC \ both of which are used. This code prints a newline, \ which we can achieve by moving the text cursor \ to the start of the line (carriage return) and down \ one line (line feed). These two lines do the first \ bit by setting XC = 1, and we then fall through into \ the line feed routine that's used by control code 10 .RRX1 CMP #13 \ If this is control code 13 (carriage return) then jump BEQ RR4S \ to RR4 (via the JMP in RR4S) to restore the registers \ and return from the subroutine using a tail call INC YC \ Increment the text cursor y-coordinate to move it \ down one row .RR4S JMP RR4 \ Jump to RR4 to restore the registers and return from \ the subroutine using a tail call .RR1 \ If we get here, then the character to print is an \ ASCII character in the range 32-95. The quickest way \ to display text on-screen is to poke the character \ pixel by pixel, directly into screen memory, so \ that's what the rest of this routine does \ \ The first step, then, is to get hold of the bitmap \ definition for the character we want to draw on the \ screen (i.e. we need the pixel shape of this \ character). The MOS ROM contains bitmap definitions \ of the system's ASCII characters, starting from &C000 \ for space (ASCII 32) and ending with the £ symbol \ (ASCII 126) \ \ To save time looking this information up from the MOS \ ROM a copy of these bitmap definitions is embedded \ into this source code at page FONT%, so page 0 of the \ font is at FONT%, page 1 is at FONT%+1, and page 2 at \ FONT%+3 \ \ There are definitions for 32 characters in each of the \ three pages of MOS memory, as each definition takes up \ 8 bytes (8 rows of 8 pixels) and 32 * 8 = 256 bytes = \ 1 page. So: \ \ ASCII 32-63 are defined in &C000-&C0FF (page 0) \ ASCII 64-95 are defined in &C100-&C1FF (page 1) \ ASCII 96-126 are defined in &C200-&C2F0 (page 2) \ \ The following code reads the relevant character \ bitmap from the copied MOS bitmaps at FONT% and pokes \ those values into the correct position in screen \ memory, thus printing the character on-screen \ \ It's a long way from 10 PRINT "Hello world!":GOTO 10 TAY \ Copy the character number from A to Y, as we are \ about to pull A apart to work out where this \ character definition lives in memory \ Now we want to set X to point to the relevant page \ number for this character - i.e. FONT% to FONT%+2 \ The following logic is easier to follow if we look \ at the three character number ranges in binary: \ \ Bit # 76543210 \ \ 32 = %00100000 Page 0 of bitmap definitions \ 63 = %00111111 \ \ 64 = %01000000 Page 1 of bitmap definitions \ 95 = %01011111 \ \ 96 = %01100000 Page 2 of bitmap definitions \ 125 = %01111101 \ \ We'll refer to this below \BEQ RR4 \ This instruction is commented out in the original \ source, but it would return from the subroutine if A \ is zero BPL P%+5 \ If the character number is positive (i.e. A < 128) \ then skip the following instruction JMP RR4 \ A >= 128, so jump to RR4 to restore the registers and \ return from the subroutine using a tail call LDX #(FONT%-1) \ Set X to point to the page before the first font page, \ which is FONT% - 1 ASL A \ If bit 6 of the character is clear (A is 32-63) ASL A \ then skip the following instruction BCC P%+4 LDX #(FONT%+1) \ A is 64-126, so set X to point to page FONT% + 1 ASL A \ If bit 5 of the character is clear (A is 64-95) BCC P%+3 \ then skip the following instruction INX \ Increment X \ \ By this point, we started with X = FONT%-1, and then \ we did the following: \ \ If A = 32-63: skip then INX so X = FONT% \ If A = 64-95: X = FONT%+1 then skip so X = FONT%+1 \ If A = 96-126: X = FONT%+1 then INX so X = FONT%+2 \ \ In other words, X points to the relevant page. But \ what about the value of A? That gets shifted to the \ left three times during the above code, which \ multiplies the number by 8 but also drops bits 7, 6 \ and 5 in the process. Look at the above binary \ figures and you can see that if we cleared bits 5-7, \ then that would change 32-53 to 0-31... but it would \ do exactly the same to 64-95 and 96-125. And because \ we also multiply this figure by 8, A now points to \ the start of the character's definition within its \ page (because there are 8 bytes per character \ definition) \ \ Or, to put it another way, X contains the high byte \ (the page) of the address of the definition that we \ want, while A contains the low byte (the offset into \ the page) of the address STA Q \ R is the same location as Q+1, so this stores the STX R \ address of this character's definition in Q(1 0) LDA XC \ Fetch XC, the x-coordinate (column) of the text cursor \ into A LDX CATF \ If CATF = 0, jump to RR5, otherwise we are printing a BEQ RR5 \ disc catalogue CPY #' ' \ If the character we want to print in Y is a space, BNE RR5 \ jump to RR5 \ If we get here, then CATF is non-zero, so we are \ printing a disc catalogue and we are not printing a \ space, so we drop column 17 from the output so the \ catalogue will fit on-screen (column 17 is a blank \ column in the middle of the catalogue, between the \ two lists of filenames, so it can be dropped without \ affecting the layout). Without this, the catalogue \ would be one character too wide for the square screen \ mode (it's 34 characters wide, while the screen mode \ is only 33 characters across) CMP #17 \ If A = 17, i.e. the text cursor is in column 17, jump BEQ RR4 \ to RR4 to restore the registers and return from the \ subroutine, thus omitting this column .RR5 ASL A \ Multiply A by 8, and store in SC, so we now have: ASL A \ ASL A \ SC = XC * 8 STA SC LDA YC \ Fetch YC, the y-coordinate (row) of the text cursor CPY #127 \ If the character number (which is in Y) <> 127, then BNE RR2 \ skip to RR2 to print that character, otherwise this is \ the delete character, so continue on DEC XC \ We want to delete the character to the left of the \ text cursor and move the cursor back one, so let's \ do that by decrementing YC. Note that this doesn't \ have anything to do with the actual deletion below, \ we're just updating the cursor so it's in the right \ position following the deletion ASL A \ A contains YC (from above), so this sets A = YC * 2 ASL SC \ Double the low byte of SC(1 0), catching bit 7 in the \ C flag. As each character is 8 pixels wide, and the \ special screen mode Elite uses for the top part of the \ screen is 256 pixels across with two bits per pixel, \ this value is not only double the screen address \ offset of the text cursor from the left side of the \ screen, it's also the least significant byte of the \ screen address where we want to print this character, \ as each row of on-screen pixels corresponds to two \ pages. To put this more explicitly, the screen starts \ at &4000, so the text rows are stored in screen \ memory like this: \ \ Row 1: &4000 - &41FF YC = 1, XC = 0 to 31 \ Row 2: &4200 - &43FF YC = 2, XC = 0 to 31 \ Row 3: &4400 - &45FF YC = 3, XC = 0 to 31 \ \ and so on ADC #&3F \ Set X = A TAX \ = A + &3F + C \ = YC * 2 + &3F + C \ Because YC starts at 0 for the first text row, this \ means that X will be &3F for row 0, &41 for row 1 and \ so on. In other words, X is now set to the page number \ for the row before the one containing the text cursor, \ and given that we set SC above to point to the offset \ in memory of the text cursor within the row's page, \ this means that (X SC) now points to the character \ above the text cursor LDY #&F0 \ Set Y = &F0, so the following call to ZES2 will count \ Y upwards from &F0 to &FF JSR ZES2 \ Call ZES2, which zero-fills from address (X SC) + Y to \ (X SC) + &FF. (X SC) points to the character above the \ text cursor, and adding &FF to this would point to the \ cursor, so adding &F0 points to the character before \ the cursor, which is the one we want to delete. So \ this call zero-fills the character to the left of the \ cursor, which erases it from the screen BEQ RR4 \ We are done deleting, so restore the registers and \ return from the subroutine (this BNE is effectively \ a JMP as ZES2 always returns with the Z flag set) .RR2 \ Now to actually print the character INC XC \ Once we print the character, we want to move the text \ cursor to the right, so we do this by incrementing \ XC. Note that this doesn't have anything to do \ with the actual printing below, we're just updating \ the cursor so it's in the right position following \ the print CMP #24 \ If the text cursor is on the screen (i.e. YC < 24, so BCC RR3 \ we are on rows 0-23), then jump to RR3 to print the \ character PHA \ Store A on the stack so we can retrieve it below JSR TTX66 \ Otherwise we are off the bottom of the screen, so \ clear the screen and draw a white border LDA #1 \ Move the text cursor to column 1, row 1 STA XC STA YC PLA \ Retrieve A from the stack... only to overwrite it with \ the next instruction, so presumably we didn't need to \ preserve it and this and the PHA above have no effect LDA K3 \ Set A to the character to be printed, though again \ this has no effect, as the following call to RR4 does \ the exact same thing JMP RR4 \ And restore the registers and return from the \ subroutine .RR3 \ A contains the value of YC - the screen row where we \ want to print this character - so now we need to \ convert this into a screen address, so we can poke \ the character data to the right place in screen \ memory ASL A \ Set A = 2 * A \ = 2 * YC ASL SC \ Back in RR5 we set SC = XC * 8, so this does the \ following: \ \ SC = SC * 2 \ = XC * 16 \ \ so SC contains the low byte of the screen address we \ want to poke the character into, as each text \ character is 8 pixels wide, and there are four pixels \ per byte, so the offset within the row's 512 bytes \ is XC * 8 pixels * 2 bytes for each 8 pixels = XC * 16 ADC #&40 \ Set A = &40 + A \ = &40 + (2 * YC) \ \ so A contains the high byte of the screen address we \ want to poke the character into, as screen memory \ starts at &4000 (page &40) and each screen row takes \ up 2 pages (512 bytes) .RREN STA SC+1 \ Store the page number of the destination screen \ location in SC+1, so SC now points to the full screen \ location where this character should go LDA SC \ Set (T S) = SC(1 0) + 8 CLC \ ADC #8 \ starting with the low bytes STA S LDA SC+1 \ And then adding the high bytes, so (T S) points to the STA T \ character block after the one pointed to by SC(1 0), \ and because T = S+1, we have: \ \ S(1 0) = SC(1 0) + 8 LDY #7 \ We want to print the 8 bytes of character data to the \ screen (one byte per row), so set up a counter in Y \ to count these bytes .RRL1 \ We print the character's 8-pixel row in two parts, \ starting with the first four pixels (one byte of \ screen memory), and then the second four (a second \ byte of screen memory) LDA (Q),Y \ The character definition is at Q(1 0) - we set this up \ above - so load the Y-th byte from Q(1 0), which will \ contain the bitmap for the Y-th row of the character AND #%11110000 \ Extract the high nibble of the character definition \ byte, so the first four pixels on this row of the \ character are in the first nibble, i.e. xxxx 0000 \ where xxxx is the pattern of those four pixels in the \ character STA U \ Set A = (A >> 4) OR A LSR A \ LSR A \ which duplicates the high nibble into the low nibble LSR A \ to give xxxx xxxx LSR A ORA U AND COL \ AND with the colour byte so that the pixels take on \ the colour we want to draw (i.e. A is acting as a mask \ on the colour byte) EOR (SC),Y \ If we EOR this value with the existing screen \ contents, then it's reversible (so reprinting the \ same character in the same place will revert the \ screen to what it looked like before we printed \ anything); this means that printing a white pixel \ onto a white background results in a black pixel, but \ that's a small price to pay for easily erasable text STA (SC),Y \ Store the Y-th byte at the screen address for this \ character location \ We now repeat the process for the second batch of four \ pixels in this character row LDA (Q),Y \ Fetch the bitmap for the Y-th row of the character \ again AND #%00001111 \ This time we extract the low nibble of the character \ definition, to get 0000 xxxx STA U \ Set A = (A << 4) OR A ASL A \ ASL A \ which duplicates the low nibble into the high nibble ASL A \ to give xxxx xxxx ASL A ORA U AND COL \ AND with the colour byte so that the pixels take on \ the colour we want to draw (i.e. A is acting as a mask \ on the colour byte) EOR (S),Y \ EOR this value with the existing screen contents of \ S(1 0), which is equal to SC(1 0) + 8, the next four \ pixels along from the first four pixels we just \ plotted in SC(1 0) STA (S),Y \ Store the Y-th byte at the screen address for this \ character location DEY \ Decrement the loop counter BPL RRL1 \ Loop back for the next byte to print to the screen .RR4 PLA \ We're done printing, so restore the values of the TAX \ A, X and Y registers that we saved above, so PLA \ everything is back to how it was TAY LDA K3 .rT9 RTS \ Return from the subroutine .R5 LDX #LO(BELI) \ Set (Y X) to point to the parameter block below LDY #HI(BELI) JSR OSWORD \ We call this from above with A = 7, so this calls \ OSWORD 7 to make a short, high beep JMP RR4 \ Jump to RR4 to restore the registers and return from \ the subroutine using a tail call .BELI EQUW &0012 \ The SOUND block for a short, high beep: EQUW &FFF1 \ EQUW &00C8 \ SOUND &12, -15, &C8, &02 EQUW &0002 \ \ This makes a sound with flush control 1 on channel 2, \ and with amplitude &F1 (-15), pitch &C8 (200) and \ duration &02 (2). This is a louder, higher and longer \ beep than that generated by the NOISE routine with \ A = 32 (a short, high beep)