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https://github.com/deater/dos33fsprogs.git
synced 2025-01-14 13:33:48 +00:00
peasant: update input to match actual game better
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3b5369fa63
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@ -232,6 +232,7 @@ qload.inc: generate_common QLOAD
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./generate_common -a 0xb00 -s hgr_partial_restore qload.lst >> qload.inc
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./generate_common -a 0xb00 -s clear_bottom qload.lst >> qload.inc
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./generate_common -a 0xb00 -s hgr_input qload.lst >> qload.inc
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./generate_common -a 0xb00 -s done_hgr_input qload.lst >> qload.inc
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./generate_common -a 0xb00 -s draw_box qload.lst >> qload.inc
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./generate_common -a 0xb00 -s disp_put_string qload.lst >> qload.inc
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./generate_common -a 0xb00 -s disp_one_line qload.lst >> qload.inc
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@ -5,66 +5,86 @@
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; TODO: arbitrary Y location
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; TODO: when backspacing, erase old char not XOR
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; INPUT_X points to next char
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; we print to chars to right
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hgr_input:
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bit KEYRESET
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ldx INPUT_ACTIVE
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bne input_currently_happening
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inc INPUT_ACTIVE ; make input active
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; current keypress in A
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pha
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; activate typing area
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jsr clear_bottom
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ldx #0
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ldy #184
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lda #'>'
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jsr hgr_put_char
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ldx #1
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ldx #0 ; reset INPUT_X
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stx INPUT_X
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hgr_input_loop:
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lda KEYPRESS
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bpl hgr_input_loop
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pla
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input_currently_happening:
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bit KEYRESET
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; check for backspace
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; actually DELETE (on Apple IIe) or ^B (II+)
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; we can't use backspace/^H as maps to left arrow
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; and the game assumes that means you want to walk left
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; this does mean it's hard to backspace on some emulators,
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; but that's an eternal challenge with Apple II emulators
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and #$7f ; trim off top?
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cmp #13 ; if return, then done
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beq done_hgr_input
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cmp #$7f ; check if backspace
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cmp #$7f ; check if DELETE (backspace)
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beq hgr_input_backspace
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cmp #8
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cmp #2 ; ^B, option for Apple II+
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beq hgr_input_backspace
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ldx INPUT_X
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sta input_buffer-1,X ; store to buffer
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sta input_buffer,X ; store to buffer
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ldy #184 ; print char
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ldx INPUT_X
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inx ; print two to the right
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inx ; because of prompt
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jsr hgr_put_char
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ldx INPUT_X
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cpx #38
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cpx #37
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bcs input_too_big ; FIXME this is a hack
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inc INPUT_X
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input_too_big:
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jmp hgr_input_loop
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rts
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hgr_input_backspace:
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ldx INPUT_X
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cpx #1 ; don't backspace too far
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beq hgr_input_loop
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beq done_backspace ; don't backspace too far
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dec INPUT_X
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ldx INPUT_X
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lda input_buffer-1,X ; load old char
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lda input_buffer,X ; load old char
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inx
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inx
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ldy #184
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jsr hgr_put_char ; xor it on top
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jmp hgr_input_loop
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done_backspace:
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rts
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done_hgr_input:
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ldx INPUT_X ; NUL terminate
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lda #0
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sta input_buffer-1,X
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sta INPUT_ACTIVE
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sta input_buffer,X
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rts
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@ -16,6 +16,7 @@ peasant_quest_intro:
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sta ESC_PRESSED
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sta LEVEL_OVER
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sta PEASANT_STEPS
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sta INPUT_ACTIVE
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sta GAME_STATE_2
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jsr hgr_make_tables
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@ -7,12 +7,15 @@
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; Movement
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; Note in the game, pressing a key starts walking
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; To stop you have to press the same direction again
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; This is convenient as this is how actual Apple II works
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; Text
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; We require ENTER/RETURN pressed before entering text
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; this is mildly annoying, but lets us use
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; WASD to walk. The Apple II+ doesn't have
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; up or down buttons
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; We originally tries having WASD but it's a bit of a pain
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; so instead on Apple II+ use :,/ for up/down
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; and have text input like original game
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; Can walk while typing text, but
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; Once enter is pressed, stop walking
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check_keyboard:
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@ -21,17 +24,19 @@ check_keyboard:
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rts
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key_was_pressed:
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inc SEEDL
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bit KEYRESET
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and #$5f ; strip off high bit and make uppercase
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inc SEEDL ; does this help?
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and #$7f ; strip off high bit
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; don't convert to uppercase, we can handle lowercase
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;==========================
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; Left
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;==========================
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check_left:
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cmp #$8
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beq left_pressed
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cmp #'A'
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bne check_right
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left_pressed: ; if peasant_moving_left, stop
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; otherwise clear all movement, move left
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@ -54,8 +59,6 @@ continue_left:
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check_right:
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cmp #$15
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beq right_pressed
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cmp #'D'
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bne check_up
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right_pressed:
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@ -76,7 +79,7 @@ continue_right:
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jmp done_check_keyboard
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check_up:
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cmp #'W'
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cmp #';'
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beq up_pressed
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cmp #$0B
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bne check_down
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@ -102,7 +105,7 @@ continue_up:
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jmp done_check_keyboard
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check_down:
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cmp #'S'
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cmp #'/'
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beq down_pressed
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cmp #$0A
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bne check_enter
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@ -128,19 +131,29 @@ continue_down:
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check_enter:
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cmp #13
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beq enter_pressed
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cmp #' '
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bne done_check_keyboard
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enter_pressed:
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jsr clear_bottom
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all_other_keys:
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jsr hgr_input
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; could tail-call here
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jmp done_check_keyboard
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enter_pressed:
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jsr stop_peasant
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jsr done_hgr_input
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jsr parse_input
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jsr clear_bottom
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done_check_keyboard:
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lda #0 ; reset buffer
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sta input_buffer
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bit KEYRESET
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done_check_keyboard:
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rts
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@ -16,6 +16,7 @@ parse_input_file_begin:
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; input is in input_buffer
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parse_input:
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;===========================
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; special case: pot on head
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@ -344,16 +344,24 @@ skip_level_specific:
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;====================
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; check keyboard
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lda #13
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sta WAIT_LOOP
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wait_loop:
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jsr check_keyboard
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lda #50 ; approx 7ms
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jsr wait
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dec WAIT_LOOP
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bne wait_loop
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;=====================
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; delay
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lda #200
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jsr wait
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; lda #200 ; approx 100ms
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; jsr wait
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jmp game_loop
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75
games/peasant/unused/hgr_input.s
Normal file
75
games/peasant/unused/hgr_input.s
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@ -0,0 +1,75 @@
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;====================
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; hgr input
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;====================
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; TODO: save to string
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; TODO: arbitrary Y location
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; TODO: when backspacing, erase old char not XOR
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hgr_input:
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bit KEYRESET
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ldx #0
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ldy #184
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lda #'>'
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jsr hgr_put_char
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ldx #1
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stx INPUT_X
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hgr_input_loop:
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lda KEYPRESS
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bpl hgr_input_loop
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bit KEYRESET
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and #$7f ; trim off top?
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cmp #13 ; if return, then done
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beq done_hgr_input
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cmp #$7f ; check if backspace
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beq hgr_input_backspace
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cmp #8
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beq hgr_input_backspace
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ldx INPUT_X
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sta input_buffer-1,X ; store to buffer
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ldy #184 ; print char
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ldx INPUT_X
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jsr hgr_put_char
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ldx INPUT_X
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cpx #38
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bcs input_too_big ; FIXME this is a hack
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inc INPUT_X
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input_too_big:
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jmp hgr_input_loop
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hgr_input_backspace:
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ldx INPUT_X
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cpx #1 ; don't backspace too far
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beq hgr_input_loop
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dec INPUT_X
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ldx INPUT_X
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lda input_buffer-1,X ; load old char
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ldy #184
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jsr hgr_put_char ; xor it on top
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jmp hgr_input_loop
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done_hgr_input:
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ldx INPUT_X ; NUL terminate
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lda #0
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sta input_buffer-1,X
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rts
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input_buffer:
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.byte 0,0,0,0,0,0,0,0,0,0
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.byte 0,0,0,0,0,0,0,0,0,0
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.byte 0,0,0,0,0,0,0,0,0,0
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.byte 0,0,0,0,0,0,0,0,0,0
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@ -261,6 +261,8 @@ END_OF_SAVE = $AD
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CURRENT_VERB = $B0 ; parser
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CURRENT_NOUN = $B1
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WORD_MATCH = $B2
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INPUT_ACTIVE = $B3
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WAIT_LOOP = $B4
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INPUT_X = $C0
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BOX_X1L = $C1
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