STOP + RESTORE now works (bad news: works even without STOP)
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@@ -0,0 +1,540 @@
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;;
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;; Official Kernal routine, described in:
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;;
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;; - [RG64] C64 Programmer's Reference Guide - page 295
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;; - [CM64] Compute's Mapping the Commodore 64 - page 220
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;;
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;; CPU registers that has to be preserved (see [RG64]): none
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;;
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;; Scan the keyboard..
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;; Here we don't use the horrible buggy original routine,
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;; not just because of copyright. Instead, we use the
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;; nice one with joystick interference removal and
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;; key roll-over support from
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;; http://codebase64.org/doku.php?id=base:scanning_the_keyboard_the_correct_and_non_kernal_way
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;; /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; Keyboard IO Routine
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;; ~~~~~~~~~~~~~~~~~~~
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;; By: TWW/CTR
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;; Information
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;; ~~~~~~~~~~~
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;; The routine uses "2 Key rollower" or up to 3 if the key-combination doesen't induce shadowing.
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;; If 2 or 3 keys are pressed simultaneously (within 1 scan) a "No Activity" state has to occur before new valid keys are returned.
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;; RESTORE is not detectable and must be handled by NMI IRQ.
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;; SHIFT LOCK is not detected due to unreliability.
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;; History:
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;; ~~~~~~~~
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;; V3.0 - Hacked to pieces by PGS to work as KERNAL keyboard scan routine
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;; V2.5 - New test tool.
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;; Added return of error codes.
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;; Fixed a bug causing Buffer Overflow.
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;; Fixed a bug in Non Alphanumerical Flags from 2.0.
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;; V2.1 - Shortened the source by adding .for loops & Updated the header and some comments.
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;; Added "simultaneous keypress" check.
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;; V2.0 - Added return of non-Alphanumeric keys into X & Y-Registers.
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;; Small optimizations here and there.
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;; V1.1 - Unrolled code to make it faster and optimized other parts of it.
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;; Removed SHIFT LOCK scanning.
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;; V1.0 - First Working Version along with test tool.
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;; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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;; // ZERO PAGE Varibles
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;; $250-$258 is the 81st - 88th characters in BASIC input, a carry over from VIC-20
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;; and not used on C64, so safe for us to use, probably.
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;; (Compute's Mapping the 64 p51)
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.alias ScanResult $250 ;// 8 bytes
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;; Other variables are in RS232 ZP locations for now
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;; (Carefully avoiding $A7 which is used by 64NET)
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.alias BufferNew $A9 ;// 3 bytes
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.alias KeyQuantity $A8 ;// 1 byte
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.alias TempZP $B6 ;// 1 byte
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;; Reuse RS232 variables, since they should not be used
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;; by other things
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;; These are initialised in cinit all to $FF
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.alias BufferOld $293 ; 3 bytes
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.alias Buffer $297 ; 4 bytes
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.alias BufferQuantity $B4 ; 1 byte
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;// Operational Variables
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.alias MaxKeyRollover 3
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scnkey:
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lda #$00
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sta BufferQuantity
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;; Decrement key repeat timeout if non-zero
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ldx key_repeat_counter
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beq sk_start
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dec key_repeat_counter
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sk_start:
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;; Call main keyboard scanning routine
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jsr Main
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lda BufferQuantity
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beq no_keys_waiting
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;; Stuff each key pressed into the keyboard buffer
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ldy #$00
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*
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lda Buffer,y
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jsr accept_key
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iny
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cpy BufferQuantity
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bne -
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no_keys_waiting:
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rts
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accept_key:
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;; Work out what is new and needs to be added
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;; to the input buffer.
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;; Also update the bucky key status flags etc
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cmp #$ff
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beq sk_nokey
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;; Got a key, turn it from matrix position to key value,
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;; and stuff it in the keyboard buffer
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;; Convert matrix position to key code
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;; XXX - Add offset of $40, $80 or $C0 if shift, CONTROL or C= are held down
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pha
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lda key_bucky_state
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and #$7
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tax
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pla
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and #$3f
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ora keyboard_matrix_lookup,x
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tax
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lda keyboard_matrixes,x
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;; But don't insert $00 characters
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beq sk_nokey
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;; Stash key into keyboard buffer
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ldx keys_in_key_buffer
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cpx key_buffer_size
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beq sk_nokey
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sta keyboard_buffer,x
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inc keys_in_key_buffer
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sk_nokey:
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rts
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;; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; // Routine for Scanning a Matrix Row
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KeyInRow:
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ldy #7
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NextKeyInRow:
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ror
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bcs nokey
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jsr KeyFound
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nokey:
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inx
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dey
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bpl NextKeyInRow
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rts
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;; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; // Routine for handling: Key Found
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KeyFound:
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stx TempZP
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dec KeyQuantity
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bmi OverFlow
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;; Originally, we resolved the keys.
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;; Now we just return the matrix position, so that
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;; we can do C64-style bucky modifications as normal
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;; was: ldy KeyTable,x
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pha
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txa
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ldx KeyQuantity
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sta BufferNew,x
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pla
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ldx TempZP
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rts
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;; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; // Routine for handling: Overflow
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OverFlow:
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pla ;// Dirty hack to handle 2 layers of JSR
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pla
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pla
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pla
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;// Don't manipulate last legal buffer as the routine will fix itself once it gets valid input again.
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TooManyNewKeys:
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ReturnNoKeys:
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sec
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lda #$00
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sta BufferQuantity
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lda #$FF
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sta last_key_matrix_position
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ldx #MaxKeyRollover-1
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*
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sta Buffer,x
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sta BufferOld,x
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dex
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bpl -
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rts
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;; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; // Exit Routine for: No Activity
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NoActivityDetected:
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;; So cancel all bucky keys
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lda key_bucky_state
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sta key_last_bucky_state
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lda #$00
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sta key_bucky_state
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jmp ReturnNoKeys
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;; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; // Configure Data Direction Registers
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Main:
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;; Begin with no key events
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lda #$ff
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sta BufferNew+0
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sta BufferNew+1
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sta BufferNew+2
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ldx #$ff
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stx $dc02 ;// Port A - Output
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ldy #$00
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sty $dc03 ;// Port B - Input
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;; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; // Check for Port Activity
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sty $dc00 ;// Connect all Keyboard Rows
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cpx $dc01
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bne skip0
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jmp NoActivityDetected
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JoystickActivity:
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;; Clear bucky key status
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lda #$00
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sta key_bucky_state
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lda $dc01
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and #$03
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cmp #$01
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bne +
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;; down
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ldx #$07 ; UP/DOWN
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jsr KeyFound
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*
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cmp #$02
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bne +
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;; Up
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;; Mark shift as pressed
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ldx #$01
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stx key_bucky_state
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ldx #$07 ; UP/DOWN
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jsr KeyFound
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*
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;; Only allow up/down OR left/right, since
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;; else we have confusing situation with SHIFT required
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;; for one, but not the other.
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;; XXX - We could fix this by making the joystick activity
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;; feed the key input at a higher level, rather than
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;; simulating directly pressing the cursor keys.
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cmp #$03
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beq +
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jmp skdone
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*
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lda $dc01
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and #$0c
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cmp #$04
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bne +
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ldx #$02
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jsr KeyFound ; LEFT/RIGHT
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*
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cmp #$08
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bne +
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ldx #$01
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stx key_bucky_state
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ldx #$02
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jsr KeyFound ; LEFT/RIGHT
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*
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jmp skdone
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skip0:
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;; // Set max keys allowed before ignoring result
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lda #MaxKeyRollover
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sta KeyQuantity
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;; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; // Check for Control Port #1 Activity
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stx $dc00 ;// Disconnect all Keyboard Rows
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cpx $dc01 ;// Only Control Port activity will be detected
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bne JoystickActivity
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;; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; // Scan Keyboard Matrix
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ldx #7
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lda #%11111110
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next_row:
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sta $dc00
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pha
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lda $dc01
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sta ScanResult,x
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pla
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sec
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rol
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dex
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bpl next_row
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;; X gets back to $FF here, which is assumed below
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;; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; // Check for Control Port #1 Activity (again)
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stx $dc00 ;// Disconnect all Keyboard Rows
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cpx $dc01 ;// Only Control Port activity will be detected
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bne ReturnNoKeys
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;; Make X = $00, assumed below
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inx
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;; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; // Check and flag Non Alphanumeric Keys
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;; Store last row of keyboard scan result,
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;; so that RUN/STOP etc can be checked easily
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;; (Compute's Mapping the 64, p27)
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lda ScanResult+0
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sta STKEY
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;; Store de-bounce data for bucky keys
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;; (Compute's Mapping the 64, p58-59)
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lda key_bucky_state
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sta key_last_bucky_state
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;; Build bucky state
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lda #$00
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sta key_bucky_state
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lda ScanResult+6
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eor #%10000000
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and #%10000000 ;// Left shift
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rol
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rol
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and #$01
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ora key_bucky_state
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sta key_bucky_state
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;; Right shift
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lda ScanResult+1
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eor #$10
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lsr
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lsr
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lsr
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lsr
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and #$01
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ora key_bucky_state
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sta key_bucky_state
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;; Control
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lda ScanResult+0
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eor #$04
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and #$04
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ora key_bucky_state
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sta key_bucky_state
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;; Vendor key
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lda ScanResult+0
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eor #$ff
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lsr
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lsr
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lsr
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lsr
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and #$02
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ora key_bucky_state
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sta key_bucky_state
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;; Chick for shift + Vendor
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cmp #$03
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bne no_case_toggle
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lda key_last_bucky_state
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cmp #$03
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beq no_case_toggle
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lda enable_case_switch
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beq no_case_toggle
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lda $D018
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eor #$02
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sta $d018
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no_case_toggle:
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;; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; // Check for pressed key(s)
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lda ScanResult+7
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cmp #$ff
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beq sk6
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jsr KeyInRow
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sk6:
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ldx #8
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lda ScanResult+6
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beq sk5
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jsr KeyInRow
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sk5:
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ldx #16
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lda ScanResult+5
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beq sk4
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jsr KeyInRow
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sk4:
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ldx #24
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lda ScanResult+4
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beq sk3
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jsr KeyInRow
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sk3:
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ldx #32
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lda ScanResult+3
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beq sk2
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jsr KeyInRow
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sk2:
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ldx #40
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lda ScanResult+2
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beq sk1
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jsr KeyInRow
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sk1:
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ldx #48
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lda ScanResult+1
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beq sk0
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jsr KeyInRow
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sk0:
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ldx #56
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lda ScanResult+0
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beq skdone
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jsr KeyInRow
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skdone:
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;; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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;; // Key Scan Completed
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;; // Put any new key (not in old scan) into buffer
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ldx #MaxKeyRollover-1
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ProcessPressedKeys:
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;; Check if the currently pressed key is continuing to be held down
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lda BufferNew,x
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cmp #$ff
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beq ConsiderNextKey
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cmp BufferOld
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beq KeyHeld
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cmp BufferOld+1
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beq KeyHeld
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cmp BufferOld+2
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beq KeyHeld
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RecordKeypress:
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;; // New Key Detected
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ldy BufferQuantity
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cpy #MaxKeyRollover
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bcs TooManyNewKeys
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AcceptKeyEvent:
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sta Buffer,y
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iny
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sty BufferQuantity
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ConsiderNextKey:
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dex
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bpl ProcessPressedKeys
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;; Copy new presses to old list
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ldx #MaxKeyRollover-1
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*
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lda BufferNew,x
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sta BufferOld,x
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dex
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bpl -
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;; Return success and set of pressed keys
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clc
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rts
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KeyHeld:
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;; The key in A is still held down.
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;; compare with key in last_key_matrix_position
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;; (Compute's Mapping the 64 p36-37)
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;; if different, reset repeat count down.
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;; Ignore bucky keys, so that repeat can work when a
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;; bucky is held down.
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cmp #15
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beq BuckyHeld
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cmp #52
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beq BuckyHeld
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cmp #58
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beq BuckyHeld
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cmp #61
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beq BuckyHeld
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cmp last_key_matrix_position
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beq SameKeyHeld
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;; Different key held
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sta last_key_matrix_position
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pha
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lda key_first_repeat_delay
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sta key_repeat_counter
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pla
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BuckyHeld:
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jmp ConsiderNextKey
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SameKeyHeld:
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pha
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lda key_repeat_counter
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bmi KeyCanRepeat
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bne KeyRepeatWait
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;; Count down ended, so repeat key now
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KeyCanRepeat:
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;; (Compute's Mapping the 64 p58)
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pha
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lda #6-2 ; Fudge factor to match speed
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sta key_repeat_counter
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pla
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pla
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jmp RecordKeypress
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KeyRepeatWait:
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pla
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jmp ConsiderNextKey
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