adapted to Kick Assembler, some documentation update
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@@ -1,12 +1,11 @@
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;; Key board matrixes:
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;; unshifted, shifted, control and C= modified
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;; 64 bytes for each
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// Key board matrixes: unshifted, shifted, control and C= modified
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// 64 bytes for each
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keyboard_matrixes:
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;; Unshifted matrix built by refering to
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;; Compute's Mapping the 64 p38-39
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;; and C64 PRG pages 379-381
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// Unshifted matrix built by refering to
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// Compute's Mapping the 64 p38-39
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// and C64 PRG pages 379-381
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.byte $14,$0D,$1D,$88,$85,$86,$87,17
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.byte $33,87,$41,$34,$5A,83,$45,$00
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.byte $35,$52,$44,$36,$43,$46,$54,88
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@@ -16,11 +15,11 @@ keyboard_matrixes:
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.byte $5C,$2A,59,$13,$00,$3D,$5E,$2F
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.byte $31,$5F,$00,$32,$20,$00,$51,$03
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;; Shifted keyboard
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;; Values computed by running a program like:
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;; 10 GETA$:IFA$=""GOTO10
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;; 20 ?ASC(A$):GOTO10
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;; and converting the values
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// Shifted keyboard
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// Values computed by running a program like:
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// 10 GETA$:IFA$=""GOTO10
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// 20 ?ASC(A$):GOTO10
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// and converting the values
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.byte $94,$8D,$9D,$8C,$89,$8A,$8B,$91
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.byte $23,$77,$61,$24,$7A,$73,$65,$00
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.byte $25,$72,$64,$26,$63,$66,$74,$78
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@@ -30,7 +29,7 @@ keyboard_matrixes:
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.byte $A9,$C0,$5D,$93,$00,$3D,$DE,$3F
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.byte $21,$5F,$00,$22,$A0,$00,$71,$83
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;; Vendor key modified keyboard
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// Vendor key modified keyboard
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.byte $94,$8D,$9D,$8C,$89,$8A,$8B,$91
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.byte $96,$B3,$B0,$97,$AD,$AE,$B1,$00
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.byte $98,$B2,$AC,$99,$BC,$BB,$A3,$BD
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@@ -40,7 +39,7 @@ keyboard_matrixes:
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.byte $A8,$DF,$5D,$93,$00,$3D,$DE,$3F
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.byte $81,$5F,$00,$95,$a0,$00,$AB,$83
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;; Control modified keyboard
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// Control modified keyboard
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.byte $00,$00,$00,$00,$00,$00,$00,$00
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.byte $1C,$17,$01,$9F,$1A,$13,$05,$00
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.byte $9C,$12,$04,$1E,$03,$06,$14,$18
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@@ -52,22 +51,22 @@ keyboard_matrixes:
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keyboard_matrix_lookup:
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;; Work out if normal, shifted, control or Vendor
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;; modified keyboard.
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;; Table contains the offsets into keyboard_matrixes
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;; that should be used for different values of
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;; the bottom 3 bits of key_bucky_state
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;; Interaction is simple to work out when playing
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;; with a C64:
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;; CONTROL trumps SHIFT or Vendor
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;; Vendor + SHIFT = DOES NOTHING
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;; All 3 does CONTROL
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.byte $00 ; Normal
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.byte $40 ; Shifted
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.byte $80 ; Control
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.byte $80 ; Control + SHIFT
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.byte $C0 ; Vendor
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.byte $C0 ; Vendor + SHIFT
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.byte $80 ; Vendor+ CTRL
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.byte $80 ; Vendor + CTRL + SHIFT
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// Work out if normal, shifted, control or Vendor
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// modified keyboard.
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// Table contains the offsets into keyboard_matrixes
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// that should be used for different values of
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// the bottom 3 bits of key_bucky_state
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// Interaction is simple to work out when playing
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// with a C64:
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// CONTROL trumps SHIFT or Vendor
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// Vendor + SHIFT = DOES NOTHING
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// All 3 does CONTROL
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.byte $00 // Normal
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.byte $40 // Shifted
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.byte $80 // Control
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.byte $80 // Control + SHIFT
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.byte $C0 // Vendor
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.byte $C0 // Vendor + SHIFT
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.byte $80 // Vendor+ CTRL
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.byte $80 // Vendor + CTRL + SHIFT
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