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
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.
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
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
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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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
This variation is blank in the Disc (docked) version.
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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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Code variation 9 of 26
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 26
See variation 8 above for details.
This variation is blank in the Cassette, Disc (docked) and Electron versions.
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Code variation 11 of 26
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 26
See variation 8 above for details.
This variation is blank in the Cassette, Disc (docked) and Electron versions.
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Code variation 13 of 26
See variation 8 above for details.
This variation is blank in the Cassette, Disc (docked) and Electron versions.
Code variation 14 of 26
See variation 8 above for details.
This variation is blank in the Cassette, Disc (docked) and Electron versions.
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Code variation 15 of 26
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 26
See variation 8 above for details.
This variation is blank in the Cassette, Disc (docked) and Electron versions.
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Code variation 17 of 26
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 26
See variation 8 above for details.
This variation is blank in the Cassette, Disc (docked) and Electron versions.
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Code variation 19 of 26
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 26
See variation 8 above for details.
This variation is blank in the Cassette, Disc (docked) and Electron versions.
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Code variation 21 of 26
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 26
See variation 8 above for details.
This variation is blank in the Cassette, Disc (docked) and Electron versions.
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Code variation 23 of 26
See variation 8 above for details.
This variation is blank in the Cassette, Disc (docked) and Electron versions.
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 26
See variation 8 above for details.
This variation is blank in the Cassette, Disc (docked) and Electron versions.
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This variation is blank in the Disc (docked) version.
Tap on a block to expand it, and tap it again to revert.
\ Fall through into DK4 to scan for other keys