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Keyboard: DK4_FLIGHT

[Elite-A, Parasite]

Name: DK4_FLIGHT [Show more] Type: Subroutine Category: Keyboard Summary: Scan for pause, configuration and secondary flight keys (flight version)
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * DKJ1 calls DK4_FLIGHT * DOKEY_FLIGHT calls DK4_FLIGHT
.DK4_FLIGHT JSR RDKEY \ Scan the keyboard for a key press and return the \ internal key number in X (or 0 for no key press) STX KL \ Store X in KL, byte #0 of the key logger CPX #&69 \ If COPY is not being pressed, jump to DK2_FLIGHT BNE DK2_FLIGHT \ below, otherwise let's process the configuration \ keys .FREEZE_FLIGHT \ COPY is being pressed, so we enter a loop that \ listens for configuration keys, and we keep looping \ until we detect a DELETE key press. This effectively \ pauses the game when COPY is pressed, and unpauses \ it when DELETE is pressed JSR WSCAN \ Call WSCAN to wait for the vertical sync, so the whole \ screen gets drawn JSR RDKEY \ Scan the keyboard for a key press and return the \ internal key number in X (or 0 for no key press) CPX #&51 \ If "S" is not being pressed, skip to DK6_FLIGHT BNE DK6_FLIGHT LDA #0 \ "S" is being pressed, so set DNOIZ to 0 to turn the STA DNOIZ \ sound on .DK6_FLIGHT LDY #&40 \ We now want to loop through the keys that toggle \ various settings. These have internal key numbers \ between &40 (CAPS LOCK) and &46 ("K"), so we set up \ the first key number in Y to act as a loop counter. \ See subroutine DKS3 for more details on this .DKL4_FLIGHT JSR DKS3 \ Call DKS3 to scan for the key given in Y, and toggle \ the relevant setting if it is pressed INY \ Increment Y to point to the next toggle key CPY #&48 \ The last toggle key is &47 (@), so check whether we \ have just done that one BNE DKL4_FLIGHT \ If not, loop back to check for the next toggle key CPX #&10 \ If "Q" is not being pressed, skip to DK7_FLIGHT BNE DK7_FLIGHT STX DNOIZ \ "Q" is being pressed, so set DNOIZ to X, which is \ non-zero (&10), so this will turn the sound off .DK7_FLIGHT CPX #&70 \ If ESCAPE is not being pressed, skip over the next BNE P%+5 \ instruction JMP DEATH2 \ ESCAPE is being pressed, so jump to DEATH2 to end \ the game \CPX #&37 \ These instructions are commented out in the original \BNE dont_dump \ source \JSR printer \.dont_dump CPX #&59 \ If DELETE is not being pressed, we are still paused, BNE FREEZE_FLIGHT \ so loop back up to keep listening for configuration \ keys, otherwise fall through into the rest of the \ key detection code, which unpauses the game .DK2_FLIGHT LDA QQ11 \ If the current view is non-zero (i.e. not a space BNE DK5 \ view), return from the subroutine (as DK5 contains \ an RTS) LDY #16 \ This is a space view, so now we want to check for all \ the secondary flight keys. The internal key numbers \ are in the keyboard table KYTB from KYTB+8 to \ KYTB+16, and their key logger locations are from KL+8 \ to KL+16. So set a decreasing counter in Y for the \ index, starting at 16, so we can loop through them .DKL1_FLIGHT 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 CPY #7 \ Have we just done the last key? BNE DKL1_FLIGHT \ If not, loop back to process the next key .DK5 RTS \ Return from the subroutine