george-emu/src/roms/george.asm

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NASM
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; .setcpu "65C02"
.include "./macro.inc"
; okay so rn i wanna set up a very basic system init, and write a few subroutines to draw characters at x,y coordinates
n = $01 ; temporary storage for data stack operations
key_row = $200 ; used for character lookup when key pressed
key_col = $201
cursor = $202
char_buffer = $300 ; 256 byte character buffer
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kb_row = $4400 ; keyboard hardware register
kb_row_cache = $203 ; cache
.org $8000
reset:
sei
ldx #0; initialize data stack pointer
initdisplay:
lda #$20
ldy #0
cleardisplay:
sta $6000,y
sta $6100,y
sta $6200,y
sta $6300,y
sta $6400,y
sta $6500,y
sta $6600,y
sta $6700,y ; this goes slightly over but it's fine
iny
bne cleardisplay
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; cli
main:
jsr printtext
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; key_zero:
; stz keyboard_cache, x
; dex
; bpl key_zero
; fim:
; cli
; bra fim
jmp main
printtext:
ldx 0
loop:
lda text, x
beq end
sta $6000, x
inx
bra loop
end:
rts
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text:
.asciiz "hi <3"
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keyboard:
ldy #0
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.check_row: ; loop through each row
lda kb_row, y
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beq .skip_row ; if row has no key pressed, skip checking which key
; jmp key_down
sta kb_row_cache, y ; if key pressed, cache it
lda kb_row, y
cmp kb_row_cache, y ; has key changed?
beq key_down
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.skip_row:
iny
cpy #5
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bne .check_row
rts
key_down: ; a is loaded with the row byte
phy
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sty key_row ; store character row
ldy #0
.find_col: ; test each row bit, store column if key pressed
lsr ; test bit 7
bcs store_col ; if unset, don't go store character columnb
.skip:
iny
cpy #8
bne .find_col ; loop until we've checked each bit
store_col:
sty key_col
keymap_index:
push
lda key_col
stz 1, x
sta 0, x
push
lda #8
stz 1, x
sta 0, x
push
lda key_row
stz 1, x
sta 0, x
jsr mult
jsr plus
lda 0, x
tay
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print: ; we've stored the character position, now let's
lda keymap, y
ldy cursor
sta $6000, y
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inc cursor
ply
rts
keymap:
.byte "?outrew?"
.byte "?piygsq?"
.byte "a??khvd?"
.byte "42ljbfz?"
.byte "31?mncx?"
.byte "????? m"
draw:
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; push_coords #0, #0
; push_char #$00
; jsr draw_char
rts
draw_char: ; draw a character c at (x, y) (n1: x n2: y n3: c -- )
lda 0, x ; load a with character to draw
pop ; and pop it off the stack
jsr get_char_address ; calculate where to put the character in memory
sta (0, x) ; store a at the address pointed to on the stack
rts
get_char_address: ; gets vram address for a character at (x, y),
; (n1: x n2: y -- n: $6000 + x + (64 * y))
;jsr push_lit ; push 64 onto stack, low byte first
;.byte 64
;.byte 0
pha
lda #64
push ; doing this instead until `push_lit` is fixed
sta 0, x
stz 1, x
jsr mult ; multiply 64 with y (n2)
jsr plus ; add result with x (n1)
;jsr push_lit ; push vram address onto the stack
;.byte $00
;.byte $60
lda #$60
push
sta 1, x
stz 0, x
jsr plus ; add vram start address to result
pla
rts
fill: ; fills an area from (x1, y1) to (x2, y2) will character c, (n1: c n2: x1 n3: y1 n4: x2 n5: y2 -- )
jsr get_char_address
isr: ; interrupt service routine
pha
phx
phy
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; jsr irq
ply
plx
pla
rti
.include "math.inc"
.org $fffc
.word reset
.word isr