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Version analysis of DOKEY

This code appears in the following versions (click to see it in the source code):

Code variations between these versions are shown below.

Name: DOKEY Type: Subroutine Category: Keyboard

Code variation 1 of 26A variation in the comments only

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Summary: Scan for the seven primary flight controls Deep dive: The key logger The docking computer
Summary: Scan for the joystick
Summary: Scan for the seven primary flight controls and apply the docking computer manoeuvring code Deep dive: The key logger The docking computer

Code variation 2 of 26A variation in the comments only

This variation is blank in the Disc (docked) and Electron versions.

Scan for the seven primary flight controls (or the equivalent on joystick), pause and configuration keys, and secondary flight controls, and update the key logger accordingly. Specifically: * If we are on keyboard configuration, clear the key logger and update it for the seven primary flight controls, and update the pitch and roll rates accordingly. * If we are on joystick configuration, clear the key logger and jump to DKJ1, which reads the joystick equivalents of the primary flight controls. Both options end up at DK4 to scan for other keys, beyond the seven primary flight controls.

Code variation 3 of 26A variation in the comments only

This variation is blank in the Cassette, Disc (docked), Master and Electron versions.

Other entry points: auton Get the docking computer to "press" the flight keys to dock the ship
.DOKEY

Code variation 4 of 26Related to Elite's use of the Tube

This variation is blank in the Cassette, Disc (flight), Disc (docked), Master and Electron versions.

LDA NEEDKEY \ If NEEDKEY is zero, skip the next instruction BEQ P%+5 JSR RDKEY \ NEEDKEY is non-zero, so call RDKEY to ask the I/O \ processor to scan the keyboard for key presses and \ update the key logger buffer at KTRAN LDA #&FF \ Set NEEDKEY to &FF, so the next call to DOKEY updates STA NEEDKEY \ the key logger buffer

Code variation 5 of 26Related to the Electron version

The Electron version doesn't read joystick values from the ADC channel in the main DOKEY routine, so although you can switch to a joystick using the "K" configuration option, it doesn't mean you can use it to fly your ship.

This variation is blank in the Master version.

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JSR U% \ Call U% to clear the key logger LDA JSTK \ If JSTK is non-zero, then we are configured to use BNE DKJ1 \ the joystick rather than keyboard, so jump to DKJ1 \ to read the joystick flight controls, before jumping \ to DK4 to scan for pause, configuration and secondary \ flight keys
LDA JSTK \ If JSTK is zero, then we are configured to use the BEQ DK9 \ keyboard rather than the joystick, so jump to DK9 to \ make sure the Bitstik is disabled as well (DK9 then \ jumps to DK4 to scan for pause, configuration and \ secondary flight keys) LDX #1 \ Call DKS2 to fetch the value of ADC channel 1 (the JSR DKS2 \ joystick X value) into (A X), and OR A with 1. This ORA #1 \ ensures that the high byte is at least 1, and then we STA JSTX \ store the result in JSTX LDX #2 \ Call DKS2 to fetch the value of ADC channel 2 (the JSR DKS2 \ joystick Y value) into (A X), and EOR A with JSTGY. EOR JSTGY \ JSTGY will be &FF if the game is configured to STA JSTY \ reverse the joystick Y channel, so this EOR does \ exactly that, and then we store the result in JSTY
JSR U% \ Call U% to clear the key logger

Code variation 6 of 26Related to an enhanced feature

The Bitstik configuration option only works if joysticks are configured.

This variation is blank in the Cassette, Disc (docked), Master and Electron versions.

STA BSTK \ Set BSTK = 0 to disable the Bitstik

Code variation 7 of 26Related to Elite's use of the Tube

This variation is blank in the Disc (docked) version.

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LDY #7 \ We're going to work our way through the primary flight \ control keys (pitch, roll, speed and laser), so set a \ counter in Y so we can loop through all 7 .DKL2 JSR DKS1 \ Call DKS1 to see if the KYTB key at offset Y is being \ pressed, and set the key logger accordingly DEY \ Decrement the loop counter BNE DKL2 \ Loop back for the next key, working our way from A at \ KYTB+7 down to ? at KYTB+1
JSR RDKEY-1 \ Scan the keyboard for a key press and return the \ ASCII code of the key pressed in X
LDX #7 \ We're now going to copy key press data for the primary \ flight keys from the key logger buffer at KTRAN to the \ key logger at KL, so set a loop counter in X so we can \ count down from KTRAN + 7 to KTRAN + 1 .DKL2 LDA KTRAN,X \ Copy the X-th byte of KTRAN to the X-th byte of KL STA KL,X DEX \ Decrement the loop counter BNE DKL2 \ Loop back until we have copied all seven primary \ flight control key presses to KL
LDY #7 \ We're going to work our way through the primary flight \ control keys (pitch, roll, speed and laser), so set a \ counter in Y so we can loop through all 7 .DKL2 LDX KYTB,Y \ Call DKS4 to see if the KYTB key at offset Y is being JSR DKS4 \ pressed BPL P%+6 \ If the key isn't being pressed, skip the following two \ instructions LDX #&FF \ Set the key logger for this key to indicate it's being STX KL,Y \ pressed DEY \ Decrement the loop counter BNE DKL2 \ Loop back for the next key, working our way from A at \ KYTB+7 down to ? at KYTB+1

Code variation 8 of 26Related to an enhanced feature

The docking computer literally takes the controls in the enhanced versions. The DOKEY routine normally scans the keyboard for the primary flight controls, but if the docking computer is enabled, it calls DOCKIT to ask the docking computer how to move the ship, and then it "presses" the relevant keys instead of scanning the keyboard.

See below for more variations related to this code.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

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LDA auto \ If auto is 0, then the docking computer is not BEQ DK15 \ currently activated, so jump to DK15 to skip the \ docking computer manoeuvring code below .auton
LDA auto \ If auto is 0, then the docking computer is not BEQ DK15 \ currently activated, so jump to DK15 to skip the \ docking computer manoeuvring code below

Code variation 9 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

JSR ZINF \ Call ZINF to reset the INWK ship workspace LDA #96 \ Set nosev_z_hi = 96 STA INWK+14 ORA #%10000000 \ Set sidev_x_hi = -96 STA INWK+22 STA TYPE \ Set the ship type to -96, so the negative value will \ let us check in the DOCKIT routine whether this is our \ ship that is activating its docking computer, rather \ than an NPC ship docking LDA DELTA \ Set the ship speed to DELTA (our speed) STA INWK+27 JSR DOCKIT \ Call DOCKIT to calculate the docking computer's moves \ and update INWK with the results \ We now "press" the relevant flight keys, depending on \ the results from DOCKIT, starting with the pitch keys LDA INWK+27 \ Fetch the updated ship speed from byte #27 into A CMP #22 \ If A < 22, skip the next instruction BCC P%+4 LDA #22 \ Set A = 22, so the maximum speed during docking is 22 STA DELTA \ Update DELTA to the new value in A LDA #&FF \ Set A = &FF, which we can insert into the key logger \ to "fake" the docking computer working the keyboard

Code variation 10 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

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LDX #0 \ Set X = 0, so we "press" KY1 below ("?", slow down)
LDX #15 \ Set X = 15, so we "press" KY+15, i.e. KY1, below \ ("?", slow down)

Code variation 11 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

LDY INWK+28 \ If the updated acceleration in byte #28 is zero, skip BEQ DK11 \ to DK11

Code variation 12 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

Tap on a block to expand it, and tap it again to revert.

BMI P%+3 \ If the updated acceleration is negative, skip the \ following instruction INX \ The updated acceleration is positive, so increment X \ to 1, so we "press" KY2 below (Space, speed up) STA KY1,X \ Store &FF in either KY1 or KY2 to "press" the relevant \ key, depending on whether the updated acceleration is \ negative (in which case we "press" KY1, "?", to slow \ down) or positive (in which case we "press" KY2, \ Space, to speed up)
BMI P%+4 \ If the updated acceleration is negative, skip the \ following instruction LDX #11 \ Set X = 11, so we "press" KY+11, i.e. KY2, with the \ next instruction (Space, speed up) STA KL,X \ Store &FF in either KY1 or KY2 to "press" the relevant \ key, depending on whether the updated acceleration is \ negative (in which case we "press" KY1, "?", to slow \ down) or positive (in which case we "press" KY2, \ Space, to speed up)

Code variation 13 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

.DK11 \ We now "press" the relevant roll keys, depending on \ the results from DOCKIT LDA #128 \ Set A = 128, which indicates no change in roll when \ stored in JSTX (i.e. the centre of the roll indicator)

Code variation 14 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

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LDX #0 \ Set X = 0, so we "press" KY3 below ("<", increase \ roll)
LDX #13 \ Set X = 13, so we "press" KY+13, i.e. KY3, below \ ("<", increase roll)

Code variation 15 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

ASL INWK+29 \ Shift ship byte #29 left, which shifts bit 7 of the \ updated roll counter (i.e. the roll direction) into \ the C flag BEQ DK12 \ If the remains of byte #29 is zero, then the updated \ roll counter is zero, so jump to DK12 set JSTX to 128, \ to indicate there's no change in the roll

Code variation 16 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

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BCC P%+3 \ If the C flag is clear, skip the following instruction INX \ The C flag is set, i.e. the direction of the updated \ roll counter is negative, so increment X to 1 so we \ "press" KY4 below (">", decrease roll)
BCC P%+4 \ If the C flag is clear, skip the following instruction LDX #14 \ The C flag is set, i.e. the direction of the updated \ roll counter is negative, so set X to 14 so we \ "press" KY+14. i.e. KY4, below (">", decrease roll)

Code variation 17 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

BIT INWK+29 \ We shifted the updated roll counter to the left above, BPL DK14 \ so this tests bit 6 of the original value, and if it \ is clear (i.e. the magnitude is less than 64), jump to \ DK14 to "press" the key and leave JSTX unchanged LDA #64 \ The magnitude of the updated roll is 64 or more, so STA JSTX \ set JSTX to 64 (so the roll decreases at half the \ maximum rate) LDA #0 \ And set A = 0 so we do not "press" any keys (so if the \ docking computer needs to make a serious roll, it does \ so by setting JSTX directly rather than by "pressing" \ a key) .DK14

Code variation 18 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

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STA KY3,X \ Store A in either KY3 or KY4, depending on whether \ the updated roll rate is increasing (KY3) or \ decreasing (KY4)
STA KL,X \ Store A in either KY3 or KY4, depending on whether \ the updated roll rate is increasing (KY3) or \ decreasing (KY4)

Code variation 19 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

LDA JSTX \ Fetch A from JSTX so the next instruction has no \ effect .DK12 STA JSTX \ Store A in JSTX to update the current roll rate \ We now "press" the relevant pitch keys, depending on \ the results from DOCKIT LDA #128 \ Set A = 128, which indicates no change in pitch when \ stored in JSTX (i.e. the centre of the pitch \ indicator)

Code variation 20 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

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LDX #0 \ Set X = 0, so we "press" KY5 below ("X", decrease \ pitch, pulling the nose up)
LDX #6 \ Set X = 6, so we "press" KY+6, i.e. KY5, below \ ("X", decrease pitch, pulling the nose up)

Code variation 21 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

ASL INWK+30 \ Shift ship byte #30 left, which shifts bit 7 of the \ updated pitch counter (i.e. the pitch direction) into \ the C flag BEQ DK13 \ If the remains of byte #30 is zero, then the updated \ pitch counter is zero, so jump to DK13 set JSTY to \ 128, to indicate there's no change in the pitch

Code variation 22 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

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BCS P%+3 \ If the C flag is set, skip the following instruction INX \ The C flag is clear, i.e. the direction of the updated \ pitch counter is positive (dive), so increment X to 1 \ so we "press" KY6 below ("S", increase pitch, so the \ nose dives) STA KY5,X \ Store 128 in either KY5 or KY6 to "press" the relevant \ key, depending on whether the pitch direction is \ negative (in which case we "press" KY5, "X", to \ decrease the pitch, pulling the nose up) or positive \ (in which case we "press" KY6, "S", to increase the \ pitch, pushing the nose down)
BCS P%+4 \ If the C flag is set, skip the following instruction LDX #8 \ Set X = 8, so we "press" KY+8, i.e. KY6, with the next \ instruction ("S", increase pitch, so the nose dives) STA KL,X \ Store 128 in either KY5 or KY6 to "press" the relevant \ key, depending on whether the pitch direction is \ negative (in which case we "press" KY5, "X", to \ decrease the pitch, pulling the nose up) or positive \ (in which case we "press" KY6, "S", to increase the \ pitch, pushing the nose down)

Code variation 23 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

LDA JSTY \ Fetch A from JSTY so the next instruction has no \ effect .DK13 STA JSTY \ Store A in JSTY to update the current pitch rate

Code variation 24 of 26Related to the Master version

The Master Compact release supports the Compact's digital joystick via the RDJOY routine, which also supports the standard analogue joystick interface.

This variation is blank in the Cassette, Disc (flight), Disc (docked), 6502 Second Processor and Electron versions.

IF _COMPACT JMP DK152 \ Jump to DK152 to skip reading the joystick, as this is \ a Master Compact that doesn't support an analogue \ joystick (instead it supports a digital joystick, \ which is read elsewhere) ENDIF .DK15 LDA JSTK \ If JSTK is zero, then we are configured to use the BEQ DK152 \ keyboard rather than the joystick, so jump to DK152 to \ skip reading the joystick IF _SNG47 LDA JOPOS \ Fetch the high byte of the joystick X value EOR JSTE \ The high byte A is now EOR'd with the value in \ location JSTE, which contains &FF if both joystick \ channels are reversed and 0 otherwise (so A now \ contains the high byte but inverted, if that's what \ the current settings say) ORA #1 \ Ensure the value is at least 1 STA JSTX \ Store the resulting joystick X value in JSTX LDA JOPOS+1 \ Fetch the high byte of the joystick Y value EOR #&FF \ This EOR is used in conjunction with the EOR JSTGY \ below, as having a value of 0 in JSTGY means we have \ to invert the joystick Y value, and this EOR does \ that part EOR JSTE \ The high byte A is now EOR'd with the value in \ location JSTE, which contains &FF if both joystick \ channels are reversed and 0 otherwise (so A now \ contains the high byte but inverted, if that's what \ the current settings say) EOR JSTGY \ JSTGY will be 0 if the game is configured to reverse \ the joystick Y channel, so this EOR along with the \ EOR #&FF above does exactly that STA JSTY \ Store the resulting joystick Y value in JSTY LDA VIA+&40 \ Read 6522 System VIA input register IRB (SHEILA &40) AND #%00010000 \ Bit 4 of IRB (PB4) is clear if joystick 1's fire \ button is pressed, otherwise it is set, so AND'ing \ the value of IRB with %10000 extracts this bit BNE DK4 \ If the joystick fire button is not being pressed, \ jump to DK4 to scan for other keys LDA #&FF \ Update the key logger at KY7 to "press" the "A" (fire) STA KY7 \ button BNE DK4 \ Jump to DK4 to scan for other keys (this BNE is \ effectively a JMP as A is never 0) ELIF _COMPACT JSR RDJOY \ Call RDJOY to read from either the analogue or digital \ joystick BCC DK4 \ If we just read from the analogue joystick, the C flag \ will be clear, so jump to DK4 to scan for other keys \ Otherwise we just read the digital joystick, so we now \ update the pitch and roll ENDIF

Code variation 25 of 26Related to an enhanced feature

See variation 8 above for details.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

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.DK15
.DK152

Code variation 26 of 26Specific to an individual platform

This variation is blank in the Disc (docked) version.

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LDX JSTX \ Set X = JSTX, the current roll rate (as shown in the \ RL indicator on the dashboard) LDA #7 \ Set A to 7, which is the amount we want to alter the \ roll rate by if the roll keys are being pressed LDY KL+3 \ If the "<" key is being pressed, then call the BUMP2 BEQ P%+5 \ routine to increase the roll rate in X by A JSR BUMP2 LDY KL+4 \ If the ">" key is being pressed, then call the REDU2 BEQ P%+5 \ routine to decrease the roll rate in X by A, taking JSR REDU2 \ the keyboard auto re-centre setting into account STX JSTX \ Store the updated roll rate in JSTX ASL A \ Double the value of A, to 14 LDX JSTY \ Set X = JSTY, the current pitch rate (as shown in the \ DC indicator on the dashboard) LDY KL+5 \ If the "X" key is being pressed, then call the REDU2 BEQ P%+5 \ routine to decrease the pitch rate in X by A, taking JSR REDU2 \ the keyboard auto re-centre setting into account LDY KL+6 \ If the "S" key is being pressed, then call the BUMP2 BEQ P%+5 \ routine to increase the pitch rate in X by A JSR BUMP2 STX JSTY \ Store the updated roll rate in JSTY
LDX JSTX \ Set X = JSTX, the current roll rate (as shown in the \ RL indicator on the dashboard) LDA #7 \ Set A to 7, which is the amount we want to alter the \ roll rate by if the roll keys are being pressed LDY KY3 \ If the "<" key is not being pressed, skip the next BEQ P%+5 \ instruction JSR BUMP2 \ The "<" key is being pressed, so call the BUMP2 \ routine to increase the roll rate in X by A LDY KY4 \ If the ">" key is not being pressed, skip the next BEQ P%+5 \ instruction JSR REDU2 \ The "<" key is being pressed, so call the REDU2 \ routine to decrease the roll rate in X by A, taking \ the keyboard auto re-centre setting into account STX JSTX \ Store the updated roll rate in JSTX ASL A \ Double the value of A, to 14 LDX JSTY \ Set X = JSTY, the current pitch rate (as shown in the \ DC indicator on the dashboard) LDY KY5 \ If the "X" key is not being pressed, skip the next BEQ P%+5 \ instruction JSR REDU2 \ The "X" key is being pressed, so call the REDU2 \ routine to decrease the pitch rate in X by A, taking \ the keyboard auto re-centre setting into account LDY KY6 \ If the "S" key is not being pressed, skip the next BEQ P%+5 \ instruction JSR BUMP2 \ The "S" key is being pressed, so call the BUMP2 \ routine to increase the pitch rate in X by A STX JSTY \ Store the updated roll rate in JSTY
                        \ Fall through into DK4 to scan for other keys