174 lines
3.6 KiB
NASM
174 lines
3.6 KiB
NASM
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; .setcpu "65C02"
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.include "./macro.inc"
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; okay so rn i wanna set up a very basic system init, and write a few subroutines to draw characters at x,y coordinates
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n = $01 ; temporary storage for data stack operations
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key_row = $200 ; used for character lookup when key pressed
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key_col = $201
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cursor = $202
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char_buffer = $300 ; 256 byte character buffer
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kb_row = $4400 ; keyboard hardware register
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kb_row_cache = $203 ; cache
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.org $8000
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reset:
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sei
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ldx #0; initialize data stack pointer
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jmp main
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initdisplay:
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lda #20
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ldy #0
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cleardisplay:
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sta $6000,y
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sta $6100,y
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sta $6200,y
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sta $6300,y
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sta $6400,y
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sta $6500,y
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sta $6600,y
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sta $6700,y ; this goes slightly over but it's fine
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iny
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bne cleardisplay
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cli
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main:
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; jsr keyboard
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; key_zero:
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; stz keyboard_cache, x
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; dex
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; bpl key_zero
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; fim:
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; cli
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; bra fim
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; jsr kitty_keys
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lda #9
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sta $6000
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jmp main
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not_keyboard:
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ldy #0
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.check_row: ; loop through each row
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lda kb_row, y
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beq .skip_row ; if row has no key pressed, skip checking which key
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sta kb_row_cache, y ; if key pressed, cache it
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lda kb_row, y
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cmp kb_row_cache, y ; has key changed?
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beq key_down
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.skip_row:
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iny
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cpy #5
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bne .check_row
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rts
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key_down: ; a is loaded with the row byte
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phy
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sty key_row ; store character row
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ldy #0
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.find_col: ; test each row bit, store column if key pressed
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lsr ; test bit 7
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bcs store_col ; if unset, don't go store character columnb
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.skip:
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iny
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cpy #8
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bne .find_col ; loop until we've checked each bit
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store_col:
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sty key_col
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keymap_index:
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push
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lda key_col
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stz 1, x
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sta 0, x
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push
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lda #8
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stz 1, x
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sta 0, x
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push
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lda key_row
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stz 1, x
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sta 0, x
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jsr mult
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jsr plus
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lda 0, x
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tay
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print: ; we've stored the character position, now let's
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lda keymap, y
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ldy cursor
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sta $6000, y
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inc cursor
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ply
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rts
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keymap:
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.byte "?outrew?"
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.byte "?piygsq?"
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.byte "a??khvd?"
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.byte "42ljbfz?"
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.byte "31?mncx?"
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.byte "????? m"
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; draw:
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; ; push_coords #0, #0
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; ; push_char #$00
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; ; jsr draw_char
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; rts
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; draw_char: ; draw a character c at (x, y) (n1: x n2: y n3: c -- )
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; lda 0, x ; load a with character to draw
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; pop ; and pop it off the stack
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; jsr get_char_address ; calculate where to put the character in memory
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; sta (0, x) ; store a at the address pointed to on the stack
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; rts
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; get_char_address: ; gets vram address for a character at (x, y),
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; ; (n1: x n2: y -- n: $6000 + x + (64 * y))
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; ;jsr push_lit ; push 64 onto stack, low byte first
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; ;.byte 64
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; ;.byte 0
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; pha
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; lda #64
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; push ; doing this instead until `push_lit` is fixed
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; sta 0, x
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; stz 1, x
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; jsr mult ; multiply 64 with y (n2)
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; jsr plus ; add result with x (n1)
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; ;jsr push_lit ; push vram address onto the stack
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; ;.byte $00
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; ;.byte $60
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; lda #$60
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; push
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; sta 1, x
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; stz 0, x
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; jsr plus ; add vram start address to result
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; pla
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; rts
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; fill: ; fills an area from (x1, y1) to (x2, y2) will character c, (n1: c n2: x1 n3: y1 n4: x2 n5: y2 -- )
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; jsr get_char_address
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isr: ; interrupt service routine
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pha
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phx
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phy
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; jsr irq
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ply
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plx
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pla
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rti
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.include "math.inc"
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.org $fffc
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.word reset
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.word isr
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