;c02 Program Initialization Code for Vic-20 - Common Code ;PETSCII Key Mappings DELKEY EQU $14 ;Delete/Backspace Key (Delete) ESCKEY EQU $03 ;Escape/Stop Key (RUN/STOP) RTNKEY EQU $0D ;Return/Enter Key (RETURN) ;Zero Page Locations SRCLO EQU $22 ;Source Pointer LSB [Temporary Pointers] SRCHI EQU $23 ;Source Pointer MSB [Temporary Pointers] DSTLO EQU $24 ;Destination Pointer LSB [Temporary Pointers] DSTHI EQU $25 ;Destination Pointer MSB [Temporary Pointers] BLKLO EQU $26 ;Block Pointer LSB [Floating Point Work Area] BLKHI EQU $27 ;Block Pointer MSB [Floating Point Work Area] STKLO EQU $28 ;Stack Pointer LSB [Floating Point Work Area] STKHI EQU $29 ;Stack Pointer MSB [Floating Point Work Area] RDSEED EQU $2A ;Random Seed [Software Jiffy Clock (Low Byte)] TEMP0 EQU $FB ;Temporary Variable [Unused Byte] TEMP1 EQU $FC ;Temporary Variable [Unused Byte] TEMP2 EQU $FD ;Temporary Variable [Unused Byte] TEMP3 EQU $FE ;Temporary Variable [Unused Byte] USER0 EQU $0310 ;Free Byte for User Programs RANDOM EQU $0311 ;Random Number Storage [Unused Byte] STKSAV EQU $0312 ;Machine Stack Storage [Unused Byte] STKSLO EQU $0313 ;Stack Start LSB [Unused Byte] STKSHI EQU $0334 ;Stack Start MSB [Unused Byte] STKELO EQU $0335 ;Stack End LSB [Unused Byte] STKEHI EQU $0336 ;Stack End MSB [Unused Byte] BLKSLO EQU $0337 ;Block Start LSB [Unused Byte] BLKSHI EQU $0338 ;Block Start MSB [Unused Byte] BLKELO EQU $0339 ;Block Start MSB [Unused Byte] BLKEHI EQU $033A ;Block End MSB [Unused Byte] BLKLEN EQU $033B ;Block Length [Unused Byte] TBFFR EQU $033C ;Cassette I/O Buffer USER12 EQU $03FC ;Free Byte for User Programs USER13 EQU $03FD ;Free Byte for User Programs USER14 EQU $03FE ;Free Byte for User Programs USER15 EQU $03FF ;Free Byte for User Programs START: TSX ;Get Stack Pointer STX STKSAV ;and Save for Exit JMP MAIN ;Execute Program EXIT: LDX STKSAV ;Retrieve Saved Stack Pointer TXS ;and Restore It RTS ;Return to BASIC ;Poll Keyboard for Character PLKEY EQU $FFE4 ;Aliased to Kernal GETIN Routine ;Get Character from Keyboard GETKEY: EQU PLKEY ;Wait for Character from Keyboard RDKEY: JSR GETKEY ;Poll Keyboard BEQ RDKEY ;If No Key, Loop RTS ;Delete Previous Character DELCHR: LDA #DELKEY ;Load Delete Character JMP PRCHR ;Print and Return ;Advance Character to Next line NEWLIN: LDA #RTNKEY ;Load C/R into Accumulator JMP PRCHR ;Print and Return ;Print Character to Console PRCHR EQU $FFD2 ;Aliased to Kernal CHROUT Routine ;Print Byte as Two-Digit Hex Number to Console PRBYTE: PHA ;Save Accumulater LSR ;Shift Hi Nybble to Low Nybble LSR LSR LSR JSR PRHEX ; and Print it PLA ;Restore Accumulator ; and fall into prhex ;Print Low Nybble as Hex Digit to Console PRHEX: AND #$0F ;Strip High Nybble CMP #$0A ;If Low Nybble >= 10 BCC PRHEXC ; ADC #$06 ; Convert ':' to 'A'... PRHEXC: ADC #$30 ;Convert to ASCII Character JMP PRCHR ;Print Hex Digit and Return