; Prog8 definitions for the Commodore-64 ; These are the utility subroutines. ; ; Written by Irmen de Jong (irmen@razorvine.net) - license: GNU GPL 3.0 ; ; indent format: TABS, size=8 %import c64lib c64utils { const uword ESTACK_LO = $ce00 const uword ESTACK_HI = $cf00 ; ----- number conversions to decimal strings asmsub ubyte2decimal (ubyte value @ A) -> ubyte @ Y, ubyte @ A, ubyte @ X { ; ---- A to decimal string in Y/A/X (100s in Y, 10s in A, 1s in X) %asm {{ ldy #uword2decimal.ASCII_0_OFFSET bne uword2decimal.hex_try200 rts }} } asmsub uword2decimal (uword value @ AY) -> ubyte @Y, ubyte @A, ubyte @X { ; ---- convert 16 bit uword in A/Y to decimal ; output in uword2decimal.decTenThousands, decThousands, decHundreds, decTens, decOnes ; (these are terminated by a zero byte so they can be easily printed) ; also returns Y = 100's, A = 10's, X = 1's %asm {{ ;Convert 16 bit Hex to Decimal (0-65535) Rev 2 ;By Omegamatrix Further optimizations by tepples ; routine from http://forums.nesdev.com/viewtopic.php?f=2&t=11341&start=15 ;HexToDec99 ; start in A ; end with A = 10's, decOnes (also in X) ;HexToDec255 ; start in A ; end with Y = 100's, A = 10's, decOnes (also in X) ;HexToDec999 ; start with A = high byte, Y = low byte ; end with Y = 100's, A = 10's, decOnes (also in X) ; requires 1 extra temp register on top of decOnes, could combine ; these two if HexToDec65535 was eliminated... ;HexToDec65535 ; start with A/Y (low/high) as 16 bit value ; end with decTenThousand, decThousand, Y = 100's, A = 10's, decOnes (also in X) ; (irmen: I store Y and A in decHundreds and decTens too, so all of it can be easily printed) ASCII_0_OFFSET = $30 temp = c64.SCRATCH_ZPB1 ; byte in zeropage hexHigh = c64.SCRATCH_ZPWORD1 ; byte in zeropage hexLow = c64.SCRATCH_ZPWORD1+1 ; byte in zeropage HexToDec65535; SUBROUTINE sty hexHigh ;3 @9 sta hexLow ;3 @12 tya tax ;2 @14 lsr a ;2 @16 lsr a ;2 @18 integer divide 1024 (result 0-63) cpx #$A7 ;2 @20 account for overflow of multiplying 24 from 43,000 ($A7F8) onward, adc #1 ;2 @22 we can just round it to $A700, and the divide by 1024 is fine... ;at this point we have a number 1-65 that we have to times by 24, ;add to original sum, and Mod 1024 to get a remainder 0-999 sta temp ;3 @25 asl a ;2 @27 adc temp ;3 @30 x3 tay ;2 @32 lsr a ;2 @34 lsr a ;2 @36 lsr a ;2 @38 lsr a ;2 @40 lsr a ;2 @42 tax ;2 @44 tya ;2 @46 asl a ;2 @48 asl a ;2 @50 asl a ;2 @52 clc ;2 @54 adc hexLow ;3 @57 sta hexLow ;3 @60 txa ;2 @62 adc hexHigh ;3 @65 sta hexHigh ;3 @68 ror a ;2 @70 lsr a ;2 @72 tay ;2 @74 integer divide 1,000 (result 0-65) lsr a ;2 @76 split the 1,000 and 10,000 digit tax ;2 @78 lda ShiftedBcdTab,x ;4 @82 tax ;2 @84 rol a ;2 @86 and #$0F ;2 @88 ora #ASCII_0_OFFSET sta decThousands ;3 @91 txa ;2 @93 lsr a ;2 @95 lsr a ;2 @97 lsr a ;2 @99 ora #ASCII_0_OFFSET sta decTenThousands ;3 @102 lda hexLow ;3 @105 cpy temp ;3 @108 bmi _doSubtract ;2³ @110/111 beq _useZero ;2³ @112/113 adc #23 + 24 ;2 @114 _doSubtract sbc #23 ;2 @116 sta hexLow ;3 @119 _useZero lda hexHigh ;3 @122 sbc #0 ;2 @124 Start100s and #$03 ;2 @126 tax ;2 @128 0,1,2,3 cmp #2 ;2 @130 rol a ;2 @132 0,2,5,7 ora #ASCII_0_OFFSET tay ;2 @134 Y = Hundreds digit lda hexLow ;3 @137 adc Mod100Tab,x ;4 @141 adding remainder of 256, 512, and 256+512 (all mod 100) bcs hex_doSub200 ;2³ @143/144 hex_try200 cmp #200 ;2 @145 bcc hex_try100 ;2³ @147/148 hex_doSub200 iny ;2 @149 iny ;2 @151 sbc #200 ;2 @153 hex_try100 cmp #100 ;2 @155 bcc HexToDec99 ;2³ @157/158 iny ;2 @159 sbc #100 ;2 @161 HexToDec99; SUBROUTINE lsr a ;2 @163 tax ;2 @165 lda ShiftedBcdTab,x ;4 @169 tax ;2 @171 rol a ;2 @173 and #$0F ;2 @175 ora #ASCII_0_OFFSET sta decOnes ;3 @178 txa ;2 @180 lsr a ;2 @182 lsr a ;2 @184 lsr a ;2 @186 ora #ASCII_0_OFFSET ; irmen: load X with ones, and store Y and A too, for easy printing afterwards sty decHundreds sta decTens ldx decOnes rts ;6 @192 Y=hundreds, A = tens digit, X=ones digit HexToDec999; SUBROUTINE sty hexLow ;3 @9 jmp Start100s ;3 @12 Mod100Tab .byte 0,56,12,56+12 ShiftedBcdTab .byte $00,$01,$02,$03,$04,$08,$09,$0A,$0B,$0C .byte $10,$11,$12,$13,$14,$18,$19,$1A,$1B,$1C .byte $20,$21,$22,$23,$24,$28,$29,$2A,$2B,$2C .byte $30,$31,$32,$33,$34,$38,$39,$3A,$3B,$3C .byte $40,$41,$42,$43,$44,$48,$49,$4A,$4B,$4C decTenThousands .byte 0 decThousands .byte 0 decHundreds .byte 0 decTens .byte 0 decOnes .byte 0 .byte 0 ; zero-terminate the decimal output string }} } ; ----- utility functions ---- asmsub byte2decimal (byte value @ A) -> ubyte @ Y, ubyte @ A, ubyte @ X { ; ---- A (signed byte) to decimal string in Y/A/X (100s in Y, 10s in A, 1s in X) ; note: if the number is negative, you have to deal with the '-' yourself! %asm {{ cmp #0 bpl + eor #255 clc adc #1 + jmp ubyte2decimal }} } asmsub ubyte2hex (ubyte value @ A) -> ubyte @ A, ubyte @ Y { ; ---- A to hex petscii string in AY (first hex char in A, second hex char in Y) %asm {{ stx c64.SCRATCH_ZPREGX pha and #$0f tax ldy _hex_digits,x pla lsr a lsr a lsr a lsr a tax lda _hex_digits,x ldx c64.SCRATCH_ZPREGX rts _hex_digits .text "0123456789abcdef" ; can probably be reused for other stuff as well }} } asmsub uword2hex (uword value @ AY) clobbers(A,Y) { ; ---- convert 16 bit uword in A/Y into 4-character hexadecimal string 'uword2hex.output' (0-terminated) %asm {{ sta c64.SCRATCH_ZPREG tya jsr ubyte2hex sta output sty output+1 lda c64.SCRATCH_ZPREG jsr ubyte2hex sta output+2 sty output+3 rts output .text "0000", $00 ; 0-terminated output buffer (to make printing easier) }} } asmsub str2uword(str string @ AY) -> uword @ AY { ; -- returns the unsigned word value of the string number argument in AY ; the number may NOT be preceded by a + sign and may NOT contain spaces ; (any non-digit character will terminate the number string that is parsed) %asm {{ _result = c64.SCRATCH_ZPWORD2 sta _mod+1 sty _mod+2 ldy #0 sty _result sty _result+1 _mod lda $ffff,y ; modified sec sbc #48 bpl + _done ; return result lda _result ldy _result+1 rts + cmp #10 bcs _done ; add digit to result pha jsr _result_times_10 pla clc adc _result sta _result bcc + inc _result+1 + iny bne _mod ; never reached _result_times_10 ; (W*4 + W)*2 lda _result+1 sta c64.SCRATCH_ZPREG lda _result asl a rol c64.SCRATCH_ZPREG asl a rol c64.SCRATCH_ZPREG clc adc _result sta _result lda c64.SCRATCH_ZPREG adc _result+1 asl _result rol a sta _result+1 rts }} } asmsub str2word(str string @ AY) -> word @ AY { ; -- returns the signed word value of the string number argument in AY ; the number may be preceded by a + or - sign but may NOT contain spaces ; (any non-digit character will terminate the number string that is parsed) %asm {{ _result = c64.SCRATCH_ZPWORD2 sta c64.SCRATCH_ZPWORD1 sty c64.SCRATCH_ZPWORD1+1 ldy #0 sty _result sty _result+1 sty _negative lda (c64.SCRATCH_ZPWORD1),y cmp #'+' bne + iny + cmp #'-' bne _parse inc _negative iny _parse lda (c64.SCRATCH_ZPWORD1),y sec sbc #48 bpl _digit _done ; return result lda _negative beq + sec lda #0 sbc _result sta _result lda #0 sbc _result+1 sta _result+1 + lda _result ldy _result+1 rts _digit cmp #10 bcs _done ; add digit to result pha jsr str2uword._result_times_10 pla clc adc _result sta _result bcc + inc _result+1 + iny bne _parse ; never reached _negative .byte 0 }} } asmsub set_irqvec_excl() clobbers(A) { %asm {{ sei lda #<_irq_handler sta c64.CINV lda #>_irq_handler sta c64.CINV+1 cli rts _irq_handler jsr set_irqvec._irq_handler_init jsr irq.irq jsr set_irqvec._irq_handler_end lda #$ff sta c64.VICIRQ ; acknowledge raster irq lda c64.CIA1ICR ; acknowledge CIA1 interrupt jmp c64.IRQDFEND ; end irq processing - don't call kernel }} } asmsub set_irqvec() clobbers(A) { %asm {{ sei lda #<_irq_handler sta c64.CINV lda #>_irq_handler sta c64.CINV+1 cli rts _irq_handler jsr _irq_handler_init jsr irq.irq jsr _irq_handler_end jmp c64.IRQDFRT ; continue with normal kernel irq routine _irq_handler_init ; save all zp scratch registers and the X register as these might be clobbered by the irq routine stx IRQ_X_REG lda c64.SCRATCH_ZPB1 sta IRQ_SCRATCH_ZPB1 lda c64.SCRATCH_ZPREG sta IRQ_SCRATCH_ZPREG lda c64.SCRATCH_ZPREGX sta IRQ_SCRATCH_ZPREGX lda c64.SCRATCH_ZPWORD1 sta IRQ_SCRATCH_ZPWORD1 lda c64.SCRATCH_ZPWORD1+1 sta IRQ_SCRATCH_ZPWORD1+1 lda c64.SCRATCH_ZPWORD2 sta IRQ_SCRATCH_ZPWORD2 lda c64.SCRATCH_ZPWORD2+1 sta IRQ_SCRATCH_ZPWORD2+1 ; stack protector; make sure we don't clobber the top of the evaluation stack dex dex dex dex dex dex cld rts _irq_handler_end ; restore all zp scratch registers and the X register lda IRQ_SCRATCH_ZPB1 sta c64.SCRATCH_ZPB1 lda IRQ_SCRATCH_ZPREG sta c64.SCRATCH_ZPREG lda IRQ_SCRATCH_ZPREGX sta c64.SCRATCH_ZPREGX lda IRQ_SCRATCH_ZPWORD1 sta c64.SCRATCH_ZPWORD1 lda IRQ_SCRATCH_ZPWORD1+1 sta c64.SCRATCH_ZPWORD1+1 lda IRQ_SCRATCH_ZPWORD2 sta c64.SCRATCH_ZPWORD2 lda IRQ_SCRATCH_ZPWORD2+1 sta c64.SCRATCH_ZPWORD2+1 ldx IRQ_X_REG rts IRQ_X_REG .byte 0 IRQ_SCRATCH_ZPB1 .byte 0 IRQ_SCRATCH_ZPREG .byte 0 IRQ_SCRATCH_ZPREGX .byte 0 IRQ_SCRATCH_ZPWORD1 .word 0 IRQ_SCRATCH_ZPWORD2 .word 0 }} } asmsub restore_irqvec() { %asm {{ sei lda #c64.IRQDFRT sta c64.CINV+1 lda #0 sta c64.IREQMASK ; disable raster irq lda #%10000001 sta c64.CIA1ICR ; restore CIA1 irq cli rts }} } asmsub set_rasterirq(uword rasterpos @ AY) clobbers(A) { %asm {{ sei jsr _setup_raster_irq lda #<_raster_irq_handler sta c64.CINV lda #>_raster_irq_handler sta c64.CINV+1 cli rts _raster_irq_handler jsr set_irqvec._irq_handler_init jsr irq.irq jsr set_irqvec._irq_handler_end lda #$ff sta c64.VICIRQ ; acknowledge raster irq jmp c64.IRQDFRT _setup_raster_irq pha lda #%01111111 sta c64.CIA1ICR ; "switch off" interrupts signals from cia-1 sta c64.CIA2ICR ; "switch off" interrupts signals from cia-2 and c64.SCROLY sta c64.SCROLY ; clear most significant bit of raster position lda c64.CIA1ICR ; ack previous irq lda c64.CIA2ICR ; ack previous irq pla sta c64.RASTER ; set the raster line number where interrupt should occur cpy #0 beq + lda c64.SCROLY ora #%10000000 sta c64.SCROLY ; set most significant bit of raster position + lda #%00000001 sta c64.IREQMASK ;enable raster interrupt signals from vic rts }} } asmsub set_rasterirq_excl(uword rasterpos @ AY) clobbers(A) { %asm {{ sei jsr set_rasterirq._setup_raster_irq lda #<_raster_irq_handler sta c64.CINV lda #>_raster_irq_handler sta c64.CINV+1 cli rts _raster_irq_handler jsr set_irqvec._irq_handler_init jsr irq.irq jsr set_irqvec._irq_handler_end lda #$ff sta c64.VICIRQ ; acknowledge raster irq jmp c64.IRQDFEND ; end irq processing - don't call kernel }} } } ; ------ end of block c64utils c64scr { ; ---- this block contains (character) Screen and text I/O related functions ---- asmsub clear_screen (ubyte char @ A, ubyte color @ Y) clobbers(A) { ; ---- clear the character screen with the given fill character and character color. ; (assumes screen and color matrix are at their default addresses) %asm {{ pha tya jsr clear_screencolors pla jsr clear_screenchars rts }} } asmsub clear_screenchars (ubyte char @ A) clobbers(Y) { ; ---- clear the character screen with the given fill character (leaves colors) ; (assumes screen matrix is at the default address) %asm {{ ldy #0 _loop sta c64.Screen,y sta c64.Screen+$0100,y sta c64.Screen+$0200,y sta c64.Screen+$02e8,y iny bne _loop rts }} } asmsub clear_screencolors (ubyte color @ A) clobbers(Y) { ; ---- clear the character screen colors with the given color (leaves characters). ; (assumes color matrix is at the default address) %asm {{ ldy #0 _loop sta c64.Colors,y sta c64.Colors+$0100,y sta c64.Colors+$0200,y sta c64.Colors+$02e8,y iny bne _loop rts }} } asmsub scroll_left_full (ubyte alsocolors @ Pc) clobbers(A, Y) { ; ---- scroll the whole screen 1 character to the left ; contents of the rightmost column are unchanged, you should clear/refill this yourself ; Carry flag determines if screen color data must be scrolled too %asm {{ stx c64.SCRATCH_ZPREGX bcs + jmp _scroll_screen + ; scroll the color memory ldx #0 ldy #38 - .for row=0, row<=12, row+=1 lda c64.Colors + 40*row + 1,x sta c64.Colors + 40*row,x .next inx dey bpl - ldx #0 ldy #38 - .for row=13, row<=24, row+=1 lda c64.Colors + 40*row + 1,x sta c64.Colors + 40*row,x .next inx dey bpl - _scroll_screen ; scroll the screen memory ldx #0 ldy #38 - .for row=0, row<=12, row+=1 lda c64.Screen + 40*row + 1,x sta c64.Screen + 40*row,x .next inx dey bpl - ldx #0 ldy #38 - .for row=13, row<=24, row+=1 lda c64.Screen + 40*row + 1,x sta c64.Screen + 40*row,x .next inx dey bpl - ldx c64.SCRATCH_ZPREGX rts }} } asmsub scroll_right_full (ubyte alsocolors @ Pc) clobbers(A) { ; ---- scroll the whole screen 1 character to the right ; contents of the leftmost column are unchanged, you should clear/refill this yourself ; Carry flag determines if screen color data must be scrolled too %asm {{ stx c64.SCRATCH_ZPREGX bcs + jmp _scroll_screen + ; scroll the color memory ldx #38 - .for row=0, row<=12, row+=1 lda c64.Colors + 40*row + 0,x sta c64.Colors + 40*row + 1,x .next dex bpl - ldx #38 - .for row=13, row<=24, row+=1 lda c64.Colors + 40*row,x sta c64.Colors + 40*row + 1,x .next dex bpl - _scroll_screen ; scroll the screen memory ldx #38 - .for row=0, row<=12, row+=1 lda c64.Screen + 40*row + 0,x sta c64.Screen + 40*row + 1,x .next dex bpl - ldx #38 - .for row=13, row<=24, row+=1 lda c64.Screen + 40*row,x sta c64.Screen + 40*row + 1,x .next dex bpl - ldx c64.SCRATCH_ZPREGX rts }} } asmsub scroll_up_full (ubyte alsocolors @ Pc) clobbers(A) { ; ---- scroll the whole screen 1 character up ; contents of the bottom row are unchanged, you should refill/clear this yourself ; Carry flag determines if screen color data must be scrolled too %asm {{ stx c64.SCRATCH_ZPREGX bcs + jmp _scroll_screen + ; scroll the color memory ldx #39 - .for row=1, row<=11, row+=1 lda c64.Colors + 40*row,x sta c64.Colors + 40*(row-1),x .next dex bpl - ldx #39 - .for row=12, row<=24, row+=1 lda c64.Colors + 40*row,x sta c64.Colors + 40*(row-1),x .next dex bpl - _scroll_screen ; scroll the screen memory ldx #39 - .for row=1, row<=11, row+=1 lda c64.Screen + 40*row,x sta c64.Screen + 40*(row-1),x .next dex bpl - ldx #39 - .for row=12, row<=24, row+=1 lda c64.Screen + 40*row,x sta c64.Screen + 40*(row-1),x .next dex bpl - ldx c64.SCRATCH_ZPREGX rts }} } asmsub scroll_down_full (ubyte alsocolors @ Pc) clobbers(A) { ; ---- scroll the whole screen 1 character down ; contents of the top row are unchanged, you should refill/clear this yourself ; Carry flag determines if screen color data must be scrolled too %asm {{ stx c64.SCRATCH_ZPREGX bcs + jmp _scroll_screen + ; scroll the color memory ldx #39 - .for row=23, row>=12, row-=1 lda c64.Colors + 40*row,x sta c64.Colors + 40*(row+1),x .next dex bpl - ldx #39 - .for row=11, row>=0, row-=1 lda c64.Colors + 40*row,x sta c64.Colors + 40*(row+1),x .next dex bpl - _scroll_screen ; scroll the screen memory ldx #39 - .for row=23, row>=12, row-=1 lda c64.Screen + 40*row,x sta c64.Screen + 40*(row+1),x .next dex bpl - ldx #39 - .for row=11, row>=0, row-=1 lda c64.Screen + 40*row,x sta c64.Screen + 40*(row+1),x .next dex bpl - ldx c64.SCRATCH_ZPREGX rts }} } 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 c64.CHROUT of that single char. %asm {{ sta c64.SCRATCH_ZPB1 sty c64.SCRATCH_ZPREG ldy #0 - lda (c64.SCRATCH_ZPB1),y beq + jsr c64.CHROUT iny bne - + rts }} } asmsub print_ub0 (ubyte value @ A) clobbers(A,Y) { ; ---- print the ubyte in A in decimal form, with left padding 0s (3 positions total) %asm {{ stx c64.SCRATCH_ZPREGX jsr c64utils.ubyte2decimal pha tya jsr c64.CHROUT pla jsr c64.CHROUT txa jsr c64.CHROUT ldx c64.SCRATCH_ZPREGX rts }} } asmsub print_ub (ubyte value @ A) clobbers(A,Y) { ; ---- print the ubyte in A in decimal form, without left padding 0s %asm {{ stx c64.SCRATCH_ZPREGX jsr c64utils.ubyte2decimal _print_byte_digits pha cpy #'0' beq + tya jsr c64.CHROUT pla jsr c64.CHROUT jmp _ones + pla cmp #'0' beq _ones jsr c64.CHROUT _ones txa jsr c64.CHROUT ldx c64.SCRATCH_ZPREGX rts }} } asmsub print_b (byte value @ A) clobbers(A,Y) { ; ---- print the byte in A in decimal form, without left padding 0s %asm {{ stx c64.SCRATCH_ZPREGX pha cmp #0 bpl + lda #'-' jsr c64.CHROUT + pla jsr c64utils.byte2decimal jsr print_ub._print_byte_digits ldx c64.SCRATCH_ZPREGX rts }} } asmsub print_ubhex (ubyte value @ A, ubyte prefix @ Pc) clobbers(A,Y) { ; ---- print the ubyte in A in hex form (if Carry is set, a radix prefix '$' is printed as well) %asm {{ stx c64.SCRATCH_ZPREGX bcc + pha lda #'$' jsr c64.CHROUT pla + jsr c64utils.ubyte2hex jsr c64.CHROUT tya jsr c64.CHROUT ldx c64.SCRATCH_ZPREGX rts }} } asmsub print_ubbin (ubyte value @ A, ubyte prefix @ Pc) clobbers(A,Y) { ; ---- print the ubyte in A in binary form (if Carry is set, a radix prefix '%' is printed as well) %asm {{ stx c64.SCRATCH_ZPREGX sta c64.SCRATCH_ZPB1 bcc + lda #'%' jsr c64.CHROUT + ldy #8 - lda #'0' asl c64.SCRATCH_ZPB1 bcc + lda #'1' + jsr c64.CHROUT dey bne - ldx c64.SCRATCH_ZPREGX rts }} } asmsub print_uwbin (uword value @ AY, ubyte prefix @ Pc) clobbers(A,Y) { ; ---- print the uword in A/Y in binary form (if Carry is set, a radix prefix '%' is printed as well) %asm {{ pha tya jsr print_ubbin pla clc jmp print_ubbin }} } asmsub print_uwhex (uword value @ AY, ubyte prefix @ Pc) clobbers(A,Y) { ; ---- print the uword in A/Y in hexadecimal form (4 digits) ; (if Carry is set, a radix prefix '$' is printed as well) %asm {{ pha tya jsr print_ubhex pla clc jmp print_ubhex }} } asmsub print_uw0 (uword value @ AY) clobbers(A,Y) { ; ---- print the uword in A/Y in decimal form, with left padding 0s (5 positions total) %asm {{ stx c64.SCRATCH_ZPREGX jsr c64utils.uword2decimal ldy #0 - lda c64utils.uword2decimal.decTenThousands,y beq + jsr c64.CHROUT iny bne - + ldx c64.SCRATCH_ZPREGX rts }} } asmsub print_uw (uword value @ AY) clobbers(A,Y) { ; ---- print the uword in A/Y in decimal form, without left padding 0s %asm {{ stx c64.SCRATCH_ZPREGX jsr c64utils.uword2decimal ldx c64.SCRATCH_ZPREGX ldy #0 - lda c64utils.uword2decimal.decTenThousands,y beq _allzero cmp #'0' bne _gotdigit iny bne - _gotdigit jsr c64.CHROUT iny lda c64utils.uword2decimal.decTenThousands,y bne _gotdigit rts _allzero lda #'0' jmp c64.CHROUT }} } asmsub print_w (word value @ AY) clobbers(A,Y) { ; ---- print the (signed) word in A/Y in decimal form, without left padding 0's %asm {{ cpy #0 bpl + pha lda #'-' jsr c64.CHROUT tya eor #255 tay pla eor #255 clc adc #1 bcc + iny + jmp print_uw }} } 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 c64.SCRATCH_ZPWORD1 sty c64.SCRATCH_ZPWORD1+1 ldy #0 ; char counter = 0 - jsr c64.CHRIN cmp #$0d ; return (ascii 13) pressed? beq + ; yes, end. sta (c64.SCRATCH_ZPWORD1),y ; else store char in buffer iny bne - + lda #0 sta (c64.SCRATCH_ZPWORD1),y ; finish string with 0 byte rts }} } asmsub setchr (ubyte col @Y, ubyte row @A) clobbers(A) { ; ---- set the character in SCRATCH_ZPB1 on the screen matrix at the given position %asm {{ sty c64.SCRATCH_ZPREG asl a tay lda _screenrows+1,y sta _mod+2 lda _screenrows,y clc adc c64.SCRATCH_ZPREG sta _mod+1 bcc + inc _mod+2 + lda c64.SCRATCH_ZPB1 _mod sta $ffff ; modified rts _screenrows .word $0400 + range(0, 1000, 40) }} } asmsub getchr (ubyte col @Y, ubyte row @A) clobbers(Y) -> ubyte @ A { ; ---- get the character in the screen matrix at the given location %asm {{ sty c64.SCRATCH_ZPB1 asl a tay lda setchr._screenrows+1,y sta _mod+2 lda setchr._screenrows,y clc adc c64.SCRATCH_ZPB1 sta _mod+1 bcc _mod inc _mod+2 _mod lda $ffff ; modified rts }} } asmsub setclr (ubyte col @Y, ubyte row @A) clobbers(A) { ; ---- set the color in SCRATCH_ZPB1 on the screen matrix at the given position %asm {{ sty c64.SCRATCH_ZPREG asl a tay lda _colorrows+1,y sta _mod+2 lda _colorrows,y clc adc c64.SCRATCH_ZPREG sta _mod+1 bcc + inc _mod+2 + lda c64.SCRATCH_ZPB1 _mod sta $ffff ; modified rts _colorrows .word $d800 + range(0, 1000, 40) }} } asmsub getclr (ubyte col @Y, ubyte row @A) clobbers(Y) -> ubyte @ A { ; ---- get the color in the screen color matrix at the given location %asm {{ sty c64.SCRATCH_ZPB1 asl a tay lda setclr._colorrows+1,y sta _mod+2 lda setclr._colorrows,y clc adc c64.SCRATCH_ZPB1 sta _mod+1 bcc _mod inc _mod+2 _mod lda $ffff ; modified rts }} } sub setcc (ubyte column, ubyte row, ubyte char, ubyte color) { ; ---- set char+color at the given position on the screen %asm {{ lda row asl a tay lda setchr._screenrows+1,y sta _charmod+2 adc #$d4 sta _colormod+2 lda setchr._screenrows,y clc adc column sta _charmod+1 sta _colormod+1 bcc + inc _charmod+2 inc _colormod+2 + lda char _charmod sta $ffff ; modified lda color _colormod sta $ffff ; modified rts }} } asmsub plot (ubyte col @ Y, ubyte row @ A) clobbers(A) { ; ---- safe wrapper around PLOT kernel routine, to save the X register. %asm {{ stx c64.SCRATCH_ZPREGX tax clc jsr c64.PLOT ldx c64.SCRATCH_ZPREGX rts }} } } ; ---- end block c64scr