prog8/compiler/res/prog8lib/cx16/textio.p8

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; Prog8 definitions for the Text I/O and Screen routines for the CommanderX16
%import syslib
%import conv
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txt {
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%option no_symbol_prefixing
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const ubyte DEFAULT_WIDTH = 80
const ubyte DEFAULT_HEIGHT = 60
const ubyte VERA_TEXTMATRIX_BANK = 1
const uword VERA_TEXTMATRIX_ADDR = $b000
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sub clear_screen() {
txt.chrout(147)
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}
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sub home() {
txt.chrout(19)
}
sub nl() {
txt.chrout('\n')
}
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sub spc() {
txt.chrout(' ')
}
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asmsub column(ubyte col @A) clobbers(A, X, Y) {
; ---- set the cursor on the given column (starting with 0) on the current line
%asm {{
sec
jsr cbm.PLOT
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tay
clc
jmp cbm.PLOT
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}}
}
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asmsub fill_screen (ubyte character @ A, ubyte color @ Y) clobbers(A, X) {
; ---- fill the character screen with the given fill character and character color.
%asm {{
sty _ly+1
pha
jsr cbm.SCREEN ; get dimensions in X/Y
txa
lsr a
lsr a
sta _lx+1
lda #%00010000
jsr set_vera_textmatrix_addresses
pla
_lx ldx #0 ; modified
phy
_ly ldy #1 ; modified
- sta cx16.VERA_DATA0
sty cx16.VERA_DATA0
sta cx16.VERA_DATA0
sty cx16.VERA_DATA0
sta cx16.VERA_DATA0
sty cx16.VERA_DATA0
sta cx16.VERA_DATA0
sty cx16.VERA_DATA0
dex
bne -
ply
dey
beq +
stz cx16.VERA_ADDR_L
inc cx16.VERA_ADDR_M ; next line
bra _lx
+ rts
set_vera_textmatrix_addresses:
stz cx16.VERA_CTRL
ora #VERA_TEXTMATRIX_BANK
sta cx16.VERA_ADDR_H
stz cx16.VERA_ADDR_L ; start at (0,0)
lda #>VERA_TEXTMATRIX_ADDR
sta cx16.VERA_ADDR_M
rts
}}
}
asmsub clear_screenchars (ubyte character @ A) clobbers(X, Y) {
; ---- clear the character screen with the given fill character (leaves colors)
; (assumes screen matrix is at the default address)
%asm {{
pha
jsr cbm.SCREEN ; get dimensions in X/Y
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txa
lsr a
lsr a
sta _lx+1
lda #%00100000
jsr fill_screen.set_vera_textmatrix_addresses
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pla
_lx ldx #0 ; modified
- sta cx16.VERA_DATA0
sta cx16.VERA_DATA0
sta cx16.VERA_DATA0
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sta cx16.VERA_DATA0
dex
bne -
dey
beq +
stz cx16.VERA_ADDR_L
inc cx16.VERA_ADDR_M ; next line
bra _lx
+ rts
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}}
}
asmsub clear_screencolors (ubyte color @ A) clobbers(X, Y) {
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; ---- clear the character screen colors with the given color (leaves characters).
; (assumes color matrix is at the default address)
%asm {{
sta _la+1
jsr cbm.SCREEN ; get dimensions in X/Y
txa
lsr a
lsr a
sta _lx+1
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stz cx16.VERA_CTRL
lda #%00100000
jsr fill_screen.set_vera_textmatrix_addresses
inc cx16.VERA_ADDR_L ; start at (1,0) - the color attribute byte
_lx ldx #0 ; modified
_la lda #0 ; modified
- sta cx16.VERA_DATA0
sta cx16.VERA_DATA0
sta cx16.VERA_DATA0
sta cx16.VERA_DATA0
dex
bne -
dey
beq +
lda #1
sta cx16.VERA_ADDR_L
inc cx16.VERA_ADDR_M ; next line
bra _lx
+ rts
}}
}
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ubyte[16] color_to_charcode = [$90,$05,$1c,$9f,$9c,$1e,$1f,$9e,$81,$95,$96,$97,$98,$99,$9a,$9b]
sub color (ubyte txtcol) {
txtcol &= 15
cbm.CHROUT(color_to_charcode[txtcol])
}
sub color2 (ubyte txtcol, ubyte bgcol) {
txtcol &= 15
bgcol &= 15
cbm.CHROUT(color_to_charcode[bgcol])
cbm.CHROUT(1) ; switch fg and bg colors
cbm.CHROUT(color_to_charcode[txtcol])
}
sub lowercase() {
cbm.CHROUT($0e)
; this is not 100% compatible: cx16.screen_set_charset(3, 0) ; lowercase petscii charset
}
sub uppercase() {
cbm.CHROUT($8e)
; this is not 100% compatible: cx16.screen_set_charset(2, 0) ; uppercase petscii charset
}
sub iso() {
cbm.CHROUT($0f)
; This doesn't enable it completely: cx16.screen_set_charset(1, 0) ; iso charset
}
sub iso_off() {
; -- you have to call this first when switching back from iso charset to regular charset.
cbm.CHROUT($8f)
}
asmsub scroll_left() clobbers(A, X, Y) {
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; ---- scroll the whole screen 1 character to the left
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; contents of the rightmost column are unchanged, you should clear/refill this yourself
%asm {{
jsr cbm.SCREEN
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dex
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stx _lx+1
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dey
sty P8ZP_SCRATCH_B1 ; number of rows to scroll
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_nextline
stz cx16.VERA_CTRL ; data port 0: source column
lda #%00010000 | VERA_TEXTMATRIX_BANK ; auto increment 1
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sta cx16.VERA_ADDR_H
lda #2
sta cx16.VERA_ADDR_L ; begin in column 1
lda P8ZP_SCRATCH_B1
clc
adc #>VERA_TEXTMATRIX_ADDR
tay
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sty cx16.VERA_ADDR_M
lda #1
sta cx16.VERA_CTRL ; data port 1: destination column
lda #%00010000 | VERA_TEXTMATRIX_BANK ; auto increment 1
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sta cx16.VERA_ADDR_H
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stz cx16.VERA_ADDR_L
sty cx16.VERA_ADDR_M
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_lx ldx #0 ; modified
- lda cx16.VERA_DATA0
sta cx16.VERA_DATA1 ; copy char
lda cx16.VERA_DATA0
sta cx16.VERA_DATA1 ; copy color
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dex
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bne -
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dec P8ZP_SCRATCH_B1
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bpl _nextline
lda #0
sta cx16.VERA_CTRL
rts
}}
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}
asmsub scroll_right() clobbers(A,X,Y) {
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; ---- scroll the whole screen 1 character to the right
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; contents of the leftmost column are unchanged, you should clear/refill this yourself
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%asm {{
jsr cbm.SCREEN
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dex
stx _lx+1
txa
asl a
dea
sta _rcol+1
ina
ina
sta _rcol2+1
dey
sty P8ZP_SCRATCH_B1 ; number of rows to scroll
_nextline
stz cx16.VERA_CTRL ; data port 0: source column
lda #%00011000 | VERA_TEXTMATRIX_BANK ; auto decrement 1
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sta cx16.VERA_ADDR_H
_rcol lda #79*2-1 ; modified
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sta cx16.VERA_ADDR_L ; begin in rightmost column minus one
lda P8ZP_SCRATCH_B1
clc
adc #>VERA_TEXTMATRIX_ADDR
tay
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sty cx16.VERA_ADDR_M
lda #1
sta cx16.VERA_CTRL ; data port 1: destination column
lda #%00011000 | VERA_TEXTMATRIX_BANK ; auto decrement 1
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sta cx16.VERA_ADDR_H
_rcol2 lda #79*2+1 ; modified
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sta cx16.VERA_ADDR_L
sty cx16.VERA_ADDR_M
_lx ldx #0 ; modified
- lda cx16.VERA_DATA0
sta cx16.VERA_DATA1 ; copy char
lda cx16.VERA_DATA0
sta cx16.VERA_DATA1 ; copy color
dex
bne -
dec P8ZP_SCRATCH_B1
bpl _nextline
lda #0
sta cx16.VERA_CTRL
rts
}}
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}
asmsub scroll_up() clobbers(A, X, Y) {
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; ---- scroll the whole screen 1 character up
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; contents of the bottom row are unchanged, you should refill/clear this yourself
%asm {{
jsr cbm.SCREEN
stx _nextline+1
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dey
sty P8ZP_SCRATCH_B1
stz cx16.VERA_CTRL ; data port 0 is source
lda #1 | (>VERA_TEXTMATRIX_ADDR)
sta cx16.VERA_ADDR_M ; start at second line
stz cx16.VERA_ADDR_L
lda #%00010000 | VERA_TEXTMATRIX_BANK
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sta cx16.VERA_ADDR_H ; enable auto increment by 1, bank 0.
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lda #1
sta cx16.VERA_CTRL ; data port 1 is destination
lda #>VERA_TEXTMATRIX_ADDR
sta cx16.VERA_ADDR_M ; start at top line
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stz cx16.VERA_ADDR_L
lda #%00010000 | VERA_TEXTMATRIX_BANK
sta cx16.VERA_ADDR_H ; enable auto increment by 1, bank 0.
_nextline
ldx #80 ; modified
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- lda cx16.VERA_DATA0
sta cx16.VERA_DATA1 ; copy char
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lda cx16.VERA_DATA0
sta cx16.VERA_DATA1 ; copy color
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dex
bne -
dec P8ZP_SCRATCH_B1
beq +
stz cx16.VERA_CTRL ; data port 0
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stz cx16.VERA_ADDR_L
inc cx16.VERA_ADDR_M
lda #1
sta cx16.VERA_CTRL ; data port 1
stz cx16.VERA_ADDR_L
inc cx16.VERA_ADDR_M
bra _nextline
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+ lda #0
sta cx16.VERA_CTRL
rts
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}}
}
asmsub scroll_down() clobbers(A, X, Y) {
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; ---- scroll the whole screen 1 character down
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; contents of the top row are unchanged, you should refill/clear this yourself
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%asm {{
jsr cbm.SCREEN
stx _nextline+1
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dey
sty P8ZP_SCRATCH_B1
stz cx16.VERA_CTRL ; data port 0 is source
dey
tya
clc
adc #>VERA_TEXTMATRIX_ADDR
sta cx16.VERA_ADDR_M ; start at line before bottom line
stz cx16.VERA_ADDR_L
lda #%00010000 | VERA_TEXTMATRIX_BANK
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sta cx16.VERA_ADDR_H ; enable auto increment by 1, bank 0.
lda #1
sta cx16.VERA_CTRL ; data port 1 is destination
iny
tya
clc
adc #>VERA_TEXTMATRIX_ADDR
sta cx16.VERA_ADDR_M ; start at bottom line
stz cx16.VERA_ADDR_L
lda #%00010000 | VERA_TEXTMATRIX_BANK
sta cx16.VERA_ADDR_H ; enable auto increment by 1, bank 0.
_nextline
ldx #80 ; modified
- lda cx16.VERA_DATA0
sta cx16.VERA_DATA1 ; copy char
lda cx16.VERA_DATA0
sta cx16.VERA_DATA1 ; copy color
dex
bne -
dec P8ZP_SCRATCH_B1
beq +
stz cx16.VERA_CTRL ; data port 0
stz cx16.VERA_ADDR_L
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dec cx16.VERA_ADDR_M
lda #1
sta cx16.VERA_CTRL ; data port 1
stz cx16.VERA_ADDR_L
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dec cx16.VERA_ADDR_M
bra _nextline
+ lda #0
sta cx16.VERA_CTRL
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rts
}}
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}
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romsub $FFD2 = chrout(ubyte character @ A) ; for consistency. You can also use cbm.CHROUT directly ofcourse.
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asmsub print (str text @ AY) clobbers(A,Y) {
; ---- print null terminated string from A/Y
; note: the compiler contains an optimization that will replace
; a call to this subroutine with a string argument of just one char,
; by just one call to cbm.CHROUT of that single char.
%asm {{
sta P8ZP_SCRATCH_B1
sty P8ZP_SCRATCH_REG
ldy #0
- lda (P8ZP_SCRATCH_B1),y
beq +
jsr cbm.CHROUT
iny
bne -
+ rts
}}
}
asmsub print_ub0 (ubyte value @ A) clobbers(A,X,Y) {
; ---- print the ubyte in A in decimal form, with left padding 0s (3 positions total)
%asm {{
jsr conv.ubyte2decimal
pha
tya
jsr cbm.CHROUT
pla
jsr cbm.CHROUT
txa
jmp cbm.CHROUT
}}
}
asmsub print_ub (ubyte value @ A) clobbers(A,X,Y) {
; ---- print the ubyte in A in decimal form, without left padding 0s
%asm {{
jsr conv.ubyte2decimal
_print_byte_digits
pha
cpy #'0'
beq +
tya
jsr cbm.CHROUT
pla
jsr cbm.CHROUT
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bra _ones
+ pla
cmp #'0'
beq _ones
jsr cbm.CHROUT
_ones txa
jmp cbm.CHROUT
}}
}
asmsub print_b (byte value @ A) clobbers(A,X,Y) {
; ---- print the byte in A in decimal form, without left padding 0s
%asm {{
pha
cmp #0
bpl +
lda #'-'
jsr cbm.CHROUT
+ pla
jsr conv.byte2decimal
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bra print_ub._print_byte_digits
}}
}
asmsub print_ubhex (ubyte value @ A, bool prefix @ Pc) clobbers(A,X,Y) {
; ---- print the ubyte in A in hex form (if Carry is set, a radix prefix '$' is printed as well)
%asm {{
bcc +
pha
lda #'$'
jsr cbm.CHROUT
pla
+ jsr conv.ubyte2hex
jsr cbm.CHROUT
tya
jmp cbm.CHROUT
}}
}
asmsub print_ubbin (ubyte value @ A, bool prefix @ Pc) clobbers(A,X,Y) {
; ---- print the ubyte in A in binary form (if Carry is set, a radix prefix '%' is printed as well)
%asm {{
sta P8ZP_SCRATCH_B1
bcc +
lda #'%'
jsr cbm.CHROUT
+ ldy #8
- lda #'0'
asl P8ZP_SCRATCH_B1
bcc +
lda #'1'
+ jsr cbm.CHROUT
dey
bne -
rts
}}
}
asmsub print_uwbin (uword value @ AY, bool prefix @ Pc) clobbers(A,X,Y) {
; ---- print the uword in A/Y in binary form (if Carry is set, a radix prefix '%' is printed as well)
%asm {{
pha
tya
jsr print_ubbin
pla
clc
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bra print_ubbin
}}
}
asmsub print_uwhex (uword value @ AY, bool prefix @ Pc) clobbers(A,X,Y) {
; ---- print the uword in A/Y in hexadecimal form (4 digits)
; (if Carry is set, a radix prefix '$' is printed as well)
%asm {{
pha
tya
jsr print_ubhex
pla
clc
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bra print_ubhex
}}
}
asmsub print_uw0 (uword value @ AY) clobbers(A,X,Y) {
; ---- print the uword in A/Y in decimal form, with left padding 0s (5 positions total)
%asm {{
jsr conv.uword2decimal
ldy #0
- lda conv.uword2decimal.decTenThousands,y
beq +
jsr cbm.CHROUT
iny
bne -
+ rts
}}
}
asmsub print_uw (uword value @ AY) clobbers(A,X,Y) {
; ---- print the uword in A/Y in decimal form, without left padding 0s
%asm {{
jsr conv.uword2decimal
ldy #0
- lda conv.uword2decimal.decTenThousands,y
beq _allzero
cmp #'0'
bne _gotdigit
iny
bne -
_gotdigit
jsr cbm.CHROUT
iny
lda conv.uword2decimal.decTenThousands,y
bne _gotdigit
rts
_allzero
lda #'0'
jmp cbm.CHROUT
}}
}
asmsub print_w (word value @ AY) clobbers(A,X,Y) {
; ---- print the (signed) word in A/Y in decimal form, without left padding 0's
%asm {{
cpy #0
bpl +
pha
lda #'-'
jsr cbm.CHROUT
tya
eor #255
tay
pla
eor #255
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ina
bne +
iny
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+ bra print_uw
}}
}
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asmsub input_chars (uword buffer @ AY) clobbers(A) -> ubyte @ Y {
; ---- Input a string (max. 80 chars) from the keyboard. Returns length in Y. (string is terminated with a 0 byte as well)
; It assumes the keyboard is selected as I/O channel!
%asm {{
sta P8ZP_SCRATCH_W1
sty P8ZP_SCRATCH_W1+1
ldy #0 ; char counter = 0
- jsr cbm.CHRIN
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cmp #$0d ; return (ascii 13) pressed?
beq + ; yes, end.
sta (P8ZP_SCRATCH_W1),y ; else store char in buffer
iny
bne -
+ lda #0
sta (P8ZP_SCRATCH_W1),y ; finish string with 0 byte
rts
}}
}
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asmsub setchr (ubyte col @X, ubyte row @Y, ubyte character @A) clobbers(A) {
; ---- sets the character in the screen matrix at the given position
%asm {{
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pha
stz cx16.VERA_CTRL
lda #VERA_TEXTMATRIX_BANK
sta cx16.VERA_ADDR_H
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txa
asl a
sta cx16.VERA_ADDR_L
tya
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; clc
adc #>VERA_TEXTMATRIX_ADDR
sta cx16.VERA_ADDR_M
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pla
sta cx16.VERA_DATA0
rts
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}}
}
asmsub getchr (ubyte col @A, ubyte row @Y) -> ubyte @ A {
; ---- get the character in the screen matrix at the given location
%asm {{
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asl a
pha
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stz cx16.VERA_CTRL
lda #VERA_TEXTMATRIX_BANK
sta cx16.VERA_ADDR_H
pla
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sta cx16.VERA_ADDR_L
tya
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; clc
adc #>VERA_TEXTMATRIX_ADDR
sta cx16.VERA_ADDR_M
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lda cx16.VERA_DATA0
rts
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}}
}
asmsub setclr (ubyte col @X, ubyte row @Y, ubyte color @A) clobbers(A) {
; ---- set the color in A on the screen matrix at the given position
; note: on the CommanderX16 this allows you to set both Fg and Bg colors;
; use the high nybble in A to set the Bg color!
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%asm {{
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pha
stz cx16.VERA_CTRL
lda #VERA_TEXTMATRIX_BANK
sta cx16.VERA_ADDR_H
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txa
asl a
ina
sta cx16.VERA_ADDR_L
tya
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; clc
adc #>VERA_TEXTMATRIX_ADDR
sta cx16.VERA_ADDR_M
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pla
sta cx16.VERA_DATA0
rts
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}}
}
asmsub getclr (ubyte col @A, ubyte row @Y) -> ubyte @ A {
; ---- get the color in the screen color matrix at the given location
%asm {{
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asl a
ina
pha
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stz cx16.VERA_CTRL
lda #VERA_TEXTMATRIX_BANK
sta cx16.VERA_ADDR_H
pla
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sta cx16.VERA_ADDR_L
tya
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; clc
adc #>VERA_TEXTMATRIX_ADDR
sta cx16.VERA_ADDR_M
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lda cx16.VERA_DATA0
rts
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}}
}
sub setcc (ubyte col, ubyte row, ubyte character, ubyte charcolor) {
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; ---- set char+color at the given position on the screen
; note: color handling is the same as on the C64: it only sets the foreground color and leaves the background color as is.
; Use setcc2 if you want Cx-16 specific feature of setting both Bg+Fg colors (is faster as well).
%asm {{
lda col
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asl a
tax
ldy row
stz cx16.VERA_CTRL
lda #VERA_TEXTMATRIX_BANK
sta cx16.VERA_ADDR_H
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stx cx16.VERA_ADDR_L
tya
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;clc
adc #>VERA_TEXTMATRIX_ADDR
sta cx16.VERA_ADDR_M
lda character
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sta cx16.VERA_DATA0
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inc cx16.VERA_ADDR_L
lda charcolor
and #$0f
sta P8ZP_SCRATCH_B1
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lda cx16.VERA_DATA0
and #$f0
ora P8ZP_SCRATCH_B1
sta cx16.VERA_DATA0
rts
}}
}
sub setcc2 (ubyte col, ubyte row, ubyte character, ubyte colors) {
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; ---- set char+color at the given position on the screen
; note: on the CommanderX16 this allows you to set both Fg and Bg colors;
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; use the high nybble in A to set the Bg color! Is a bit faster than setcc() too.
%asm {{
lda col
asl a
tax
ldy row
stz cx16.VERA_CTRL
lda #VERA_TEXTMATRIX_BANK
sta cx16.VERA_ADDR_H
stx cx16.VERA_ADDR_L
tya
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; clc
adc #>VERA_TEXTMATRIX_ADDR
sta cx16.VERA_ADDR_M
lda character
sta cx16.VERA_DATA0
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inc cx16.VERA_ADDR_L
lda colors
sta cx16.VERA_DATA0
rts
}}
}
asmsub plot (ubyte col @ Y, ubyte row @ X) {
%asm {{
clc
jmp cbm.PLOT
}}
}
asmsub width() clobbers(X,Y) -> ubyte @A {
; -- returns the text screen width (number of columns)
%asm {{
jsr cbm.SCREEN
txa
rts
}}
}
asmsub height() clobbers(X, Y) -> ubyte @A {
; -- returns the text screen height (number of rows)
%asm {{
jsr cbm.SCREEN
tya
rts
}}
}
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}