; .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 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 ; cli main: jsr printtext ; 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 text: .asciiz "hi <3" keyboard: ldy #0 .check_row: ; loop through each row lda kb_row, y 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 .skip_row: iny cpy #5 bne .check_row rts key_down: ; a is loaded with the row byte phy 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 print: ; we've stored the character position, now let's lda keymap, y ldy cursor sta $6000, y inc cursor ply rts keymap: .byte "?outrew?" .byte "?piygsq?" .byte "a??khvd?" .byte "42ljbfz?" .byte "31?mncx?" .byte "????? m" draw: ; 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 ; jsr irq ply plx pla rti .include "math.inc" .org $fffc .word reset .word isr