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open-roms/c64/kernal/scnkey.s
T

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9.8 KiB
ArmAsm

//
// Official Kernal routine, described in:
//
// - [RG64] C64 Programmer's Reference Guide - page 295
// - [CM64] Compute's Mapping the Commodore 64 - page 220
//
// CPU registers that has to be preserved (see [RG64]): none
//
// Scan the keyboard..
// Here we don't use the horrible buggy original routine,
// not just because of copyright. Instead, we use the
// nice one with joystick interference removal and
// key roll-over support from
// http://codebase64.org/doku.php?id=base:scanning_the_keyboard_the_correct_and_non_kernal_way
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Keyboard IO Routine
// ~~~~~~~~~~~~~~~~~~~
// By: TWW/CTR
// Information
// ~~~~~~~~~~~
// The routine uses "2 Key rollower" or up to 3 if the key-combination doesen't induce shadowing.
// If 2 or 3 keys are pressed simultaneously (within 1 scan) a "No Activity" state has to occur before new valid keys are returned.
// RESTORE is not detectable and must be handled by NMI IRQ.
// SHIFT LOCK is not detected due to unreliability.
// History:
// ~~~~~~~~
// V3.0 - Hacked to pieces by PGS to work as KERNAL keyboard scan routine
// V2.5 - New test tool.
// Added return of error codes.
// Fixed a bug causing Buffer Overflow.
// Fixed a bug in Non Alphanumerical Flags from 2.0.
// V2.1 - Shortened the source by adding .for loops & Updated the header and some comments.
// Added "simultaneous keypress" check.
// V2.0 - Added return of non-Alphanumeric keys into X & Y-Registers.
// Small optimizations here and there.
// V1.1 - Unrolled code to make it faster and optimized other parts of it.
// Removed SHIFT LOCK scanning.
// V1.0 - First Working Version along with test tool.
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
// // ZERO PAGE Varibles
// $250-$258 is the 81st - 88th characters in BASIC input, a carry over from VIC-20
// and not used on C64, so safe for us to use, probably.
// (Compute's Mapping the 64 p51)
.label ScanResult = $250 // 8 bytes
// Other variables are in RS232 ZP locations for now
// (Carefully avoiding $A7 which is used by 64NET)
.label BufferNew = $A9 // 3 bytes
.label KeyQuantity = $A8 // 1 byte
.label TempZP = $B6 // 1 byte
// Reuse RS232 variables, since they should not be used
// by other things
// These are initialised in cinit all to $FF
.label BufferOld = $293 // 3 bytes
.label Buffer = $297 // 4 bytes
.label BufferQuantity = $B4 // 1 byte
// Operational Variables
.const MaxKeyRollover = 3
SCNKEY:
lda #$00
sta BufferQuantity
// Decrement key repeat timeout if non-zero
ldx KOUNT
beq sk_start
dec KOUNT
sk_start:
// Call main keyboard scanning routine
jsr Main
lda BufferQuantity
beq no_keys_waiting
// Stuff each key pressed into the keyboard buffer
ldy #$00
!:
lda Buffer,y
jsr accept_key
iny
cpy BufferQuantity
bne !-
no_keys_waiting:
rts
accept_key:
// Work out what is new and needs to be added
// to the input buffer.
// Also update the bucky key status flags etc
cmp #$ff
beq sk_nokey
// Got a key, turn it from matrix position to key value,
// and stuff it in the keyboard buffer
// Convert matrix position to key code
// XXX - Add offset of $40, $80 or $C0 if shift, CONTROL or C= are held down
pha
lda SHFLAG
and #$7
tax
pla
and #$3f
ora keyboard_matrix_lookup,x
tax
lda keyboard_matrixes,x
// But don't insert $00 characters
beq sk_nokey
// Stash key into keyboard buffer
ldx NDX
cpx XMAX
beq sk_nokey
sta KEYD,x
inc NDX
sk_nokey:
rts
// //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// // Routine for Scanning a Matrix Row
KeyInRow:
ldy #7
NextKeyInRow:
ror
bcs nokey
jsr KeyFound
nokey:
inx
dey
bpl NextKeyInRow
rts
// //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// // Routine for handling: Key Found
KeyFound:
stx TempZP
dec KeyQuantity
bmi OverFlow
// Originally, we resolved the keys.
// Now we just return the matrix position, so that
// we can do C64-style bucky modifications as normal
// was: ldy KeyTable,x
pha
txa
ldx KeyQuantity
sta BufferNew,x
pla
ldx TempZP
rts
// //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// // Routine for handling: Overflow
OverFlow:
pla // Dirty hack to handle 2 layers of JSR
pla
pla
pla
// Don't manipulate last legal buffer as the routine will fix itself once it gets valid input again.
ReturnNoKeys:
sec
lda #$00
sta BufferQuantity
lda #$FF
sta LSTX
ldx #MaxKeyRollover-1
!:
sta Buffer,x
sta BufferOld,x
dex
bpl !-
rts
// //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// // Exit Routine for: No Activity
NoActivityDetected:
// So cancel all bucky keys
lda SHFLAG
sta LSTSHF
lda #$00
sta SHFLAG
jmp ReturnNoKeys
// //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// // Configure Data Direction Registers
Main:
// Begin with no key events
lda #$ff
sta BufferNew+0
sta BufferNew+1
sta BufferNew+2
ldx #$ff
stx $dc02 // Port A - Output
ldy #$00
sty $dc03 // Port B - Input
// //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// // Check for Port Activity
sty $dc00 // Connect all Keyboard Rows
cpx $dc01
bne skip0
jmp NoActivityDetected
JoystickActivity:
// Clear bucky key status
lda #$00
sta SHFLAG
lda $dc01
and #$03
cmp #$01
bne !+
// down
ldx #$07 // UP/DOWN
jsr KeyFound
!:
cmp #$02
bne !+
// Up
// Mark shift as pressed
ldx #$01
stx SHFLAG
ldx #$07 // UP/DOWN
jsr KeyFound
!:
// Only allow up/down OR left/right, since
// else we have confusing situation with SHIFT required
// for one, but not the other.
// XXX - We could fix this by making the joystick activity
// feed the key input at a higher level, rather than
// simulating directly pressing the cursor keys.
cmp #$03
beq !+
jmp skdone
!:
lda $dc01
and #$0c
cmp #$04
bne !+
ldx #$02
jsr KeyFound // LEFT/RIGHT
!:
cmp #$08
bne !+
ldx #$01
stx SHFLAG
ldx #$02
jsr KeyFound // LEFT/RIGHT
!:
jmp skdone
skip0:
// // Set max keys allowed before ignoring result
lda #MaxKeyRollover
sta KeyQuantity
// //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// // Check for Control Port #1 Activity
stx $dc00 // Disconnect all Keyboard Rows
cpx $dc01 // Only Control Port activity will be detected
bne JoystickActivity
// //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// // Scan Keyboard Matrix
ldx #7
lda #%11111110
next_row:
sta $dc00
pha
lda $dc01
sta ScanResult,x
pla
sec
rol
dex
bpl next_row
// X gets back to $FF here, which is assumed below
// //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// // Check for Control Port #1 Activity (again)
stx $dc00 // Disconnect all Keyboard Rows
cpx $dc01 // Only Control Port activity will be detected
beq !+
jmp ReturnNoKeys
!:
// Make X = $00, assumed below
inx
// //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// // Check and flag Non Alphanumeric Keys
// Store de-bounce data for bucky keys
// (Compute's Mapping the 64, p58-59)
lda SHFLAG
sta LSTSHF
// Build bucky state
lda #$00
sta SHFLAG
lda ScanResult+6
eor #%10000000
and #%10000000 // Left shift
rol
rol
and #$01
ora SHFLAG
sta SHFLAG
// Right shift
lda ScanResult+1
eor #$10
lsr
lsr
lsr
lsr
and #$01
ora SHFLAG
sta SHFLAG
// Control
lda ScanResult+0
eor #$04
and #$04
ora SHFLAG
sta SHFLAG
// Vendor key
lda ScanResult+0
eor #$ff
lsr
lsr
lsr
lsr
and #$02
ora SHFLAG
sta SHFLAG
// Chick for shift + Vendor
cmp #$03
bne no_case_toggle
lda LSTSHF
cmp #$03
beq no_case_toggle
lda MODE
beq no_case_toggle
lda $D018
eor #$02
sta $d018
no_case_toggle:
// //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// // Check for pressed key(s)
lda ScanResult+7
cmp #$ff
beq sk6
jsr KeyInRow
sk6:
ldx #8
lda ScanResult+6
beq sk5
jsr KeyInRow
sk5:
ldx #16
lda ScanResult+5
beq sk4
jsr KeyInRow
sk4:
ldx #24
lda ScanResult+4
beq sk3
jsr KeyInRow
sk3:
ldx #32
lda ScanResult+3
beq sk2
jsr KeyInRow
sk2:
ldx #40
lda ScanResult+2
beq sk1
jsr KeyInRow
sk1:
ldx #48
lda ScanResult+1
beq sk0
jsr KeyInRow
sk0:
ldx #56
lda ScanResult+0
beq skdone
jsr KeyInRow
skdone:
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Key Scan Completed
// Put any new key (not in old scan) into buffer
ldx #MaxKeyRollover-1
ProcessPressedKeys:
// Check if the currently pressed key is continuing to be held down
lda BufferNew,x
cmp #$ff
beq ConsiderNextKey
cmp BufferOld
beq KeyHeld
cmp BufferOld+1
beq KeyHeld
cmp BufferOld+2
beq KeyHeld
RecordKeypress:
// New Key Detected
ldy BufferQuantity
cpy #MaxKeyRollover
bcc !+
jmp ReturnNoKeys // too many new keys
!:
AcceptKeyEvent:
sta Buffer,y
iny
sty BufferQuantity
ConsiderNextKey:
dex
bpl ProcessPressedKeys
// Copy new presses to old list
ldx #MaxKeyRollover-1
!:
lda BufferNew,x
sta BufferOld,x
dex
bpl !-
// Return success and set of pressed keys
clc
rts
KeyHeld:
// The key in A is still held down.
// compare with key in LSTX
// (Compute's Mapping the 64 p36-37)
// if different, reset repeat count down.
// Ignore bucky keys, so that repeat can work when a
// bucky is held down.
cmp #15
beq BuckyHeld
cmp #52
beq BuckyHeld
cmp #58
beq BuckyHeld
cmp #61
beq BuckyHeld
cmp LSTX
beq SameKeyHeld
// Different key held
sta LSTX
pha
lda DELAY
sta KOUNT
pla
BuckyHeld:
jmp ConsiderNextKey
SameKeyHeld:
pha
lda KOUNT
bmi KeyCanRepeat
bne KeyRepeatWait
// Count down ended, so repeat key now
KeyCanRepeat:
// (Compute's Mapping the 64 p58)
pha
lda #6-2 // Fudge factor to match speed
sta KOUNT
pla
pla
jmp RecordKeypress
KeyRepeatWait:
pla
jmp ConsiderNextKey