; 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 { ; ----- utility functions ---- asmsub init_system () -> clobbers(A,X,Y) -> () { ; ---- initializes the machine to a sane starting state ; This means that the BASIC, KERNAL and CHARGEN ROMs are banked in, ; the VIC, SID and CIA chips are reset, screen is cleared, and the default IRQ is set. ; Also a different color scheme is chosen to identify ourselves a little. %asm {{ sei cld lda #%00101111 sta $00 lda #%00100111 sta $01 jsr c64.IOINIT jsr c64.RESTOR jsr c64.CINT lda #6 sta c64.EXTCOL lda #7 sta c64.COLOR lda #0 sta c64.BGCOL0 tax tay clc clv cli rts }} } asmsub byte2decimal (value: ubyte @ A) -> clobbers() -> (ubyte @ Y, ubyte @ X, ubyte @ A) { ; ---- A to decimal string in Y/X/A (100s in Y, 10s in X, 1s in A) %asm {{ ldy #$2f ldx #$3a sec - iny sbc #100 bcs - - dex adc #10 bmi - adc #$2f rts }} } asmsub byte2hex (value: ubyte @ A) -> clobbers(A) -> (ubyte @ X, ubyte @ Y) { ; ---- A to hex string in XY (first hex char in X, second hex char in Y) %asm {{ pha and #$0f tax ldy hex_digits,x pla lsr a lsr a lsr a lsr a tax lda hex_digits,x tax rts hex_digits .text "0123456789abcdef" ; can probably be reused for other stuff as well }} } str word2hex_output = "1234" ; 0-terminated, to make printing easier asmsub word2hex (dataword: uword @ XY) -> clobbers(A,X,Y) -> () { ; ---- convert 16 bit word in X/Y into 4-character hexadecimal string into memory 'word2hex_output' %asm {{ stx c64.SCRATCH_ZP2 tya jsr byte2hex stx word2hex_output sty word2hex_output+1 lda c64.SCRATCH_ZP2 jsr byte2hex stx word2hex_output+2 sty word2hex_output+3 rts }} } ubyte[3] word2bcd_bcdbuff = [0, 0, 0] asmsub word2bcd (dataword: uword @ XY) -> clobbers(A,X) -> () { ; Convert an 16 bit binary value to BCD ; ; This function converts a 16 bit binary value in X/Y into a 24 bit BCD. It ; works by transferring one bit a time from the source and adding it ; into a BCD value that is being doubled on each iteration. As all the ; arithmetic is being done in BCD the result is a binary to decimal ; conversion. %asm {{ stx c64.SCRATCH_ZP1 sty c64.SCRATCH_ZP2 sed ; switch to decimal mode lda #0 ; ensure the result is clear sta word2bcd_bcdbuff+0 sta word2bcd_bcdbuff+1 sta word2bcd_bcdbuff+2 ldx #16 ; the number of source bits - asl c64.SCRATCH_ZP1 ; shift out one bit rol c64.SCRATCH_ZP2 lda word2bcd_bcdbuff+0 ; and add into result adc word2bcd_bcdbuff+0 sta word2bcd_bcdbuff+0 lda word2bcd_bcdbuff+1 ; propagating any carry adc word2bcd_bcdbuff+1 sta word2bcd_bcdbuff+1 lda word2bcd_bcdbuff+2 ; ... thru whole result adc word2bcd_bcdbuff+2 sta word2bcd_bcdbuff+2 dex ; and repeat for next bit bne - cld ; back to binary rts }} } ubyte[5] word2decimal_output = 0 asmsub word2decimal (dataword: uword @ XY) -> clobbers(A,X,Y) -> () { ; ---- convert 16 bit word in X/Y into decimal string into memory 'word2decimal_output' %asm {{ jsr word2bcd lda word2bcd_bcdbuff+2 clc adc #'0' sta word2decimal_output ldy #1 lda word2bcd_bcdbuff+1 jsr + lda word2bcd_bcdbuff+0 + pha lsr a lsr a lsr a lsr a clc adc #'0' sta word2decimal_output,y iny pla and #$0f adc #'0' sta word2decimal_output,y iny rts }} } ; @todo string to 32 bit unsigned integer http://www.6502.org/source/strings/ascii-to-32bit.html } ; ------ end of block c64utils ~ c64flt { ; ---- this block contains C-64 floating point related functions ---- asmsub FREADS32 () -> clobbers(A,X,Y) -> () { ; ---- fac1 = signed int32 from $62-$65 big endian (MSB FIRST) %asm {{ lda $62 eor #$ff asl a lda #0 ldx #$a0 jmp $bc4f ; internal BASIC routine }} } asmsub FREADUS32 () -> clobbers(A,X,Y) -> () { ; ---- fac1 = uint32 from $62-$65 big endian (MSB FIRST) %asm {{ sec lda #0 ldx #$a0 jmp $bc4f ; internal BASIC routine }} } asmsub FREADS24AXY (lo: ubyte @ A, mid: ubyte @ X, hi: ubyte @ Y) -> clobbers(A,X,Y) -> () { ; ---- fac1 = signed int24 (A/X/Y contain lo/mid/hi bytes) ; note: there is no FREADU24AXY (unsigned), use FREADUS32 instead. %asm {{ sty $62 stx $63 sta $64 lda $62 eor #$FF asl a lda #0 sta $65 ldx #$98 jmp $bc4f ; internal BASIC routine }} } asmsub GIVUAYF (value: uword @ AY) -> clobbers(A,X,Y) -> () { ; ---- unsigned 16 bit word in A/Y (lo/hi) to fac1 %asm {{ sty $62 sta $63 ldx #$90 sec jmp $bc49 ; internal BASIC routine }} } asmsub GIVAYFAY (value: uword @ AY) -> clobbers(A,X,Y) -> () { ; ---- signed 16 bit word in A/Y (lo/hi) to float in fac1 %asm {{ sta c64.SCRATCH_ZP1 tya ldy c64.SCRATCH_ZP1 jmp c64.GIVAYF ; this uses the inverse order, Y/A }} } asmsub FTOSWRDAY () -> clobbers(X) -> (uword @ AY) { ; ---- fac1 to signed word in A/Y %asm {{ jsr c64.FTOSWORDYA ; note the inverse Y/A order sta c64.SCRATCH_ZP1 tya ldy c64.SCRATCH_ZP1 rts }} } asmsub GETADRAY () -> clobbers(X) -> (uword @ AY) { ; ---- fac1 to unsigned word in A/Y %asm {{ jsr c64.GETADR ; this uses the inverse order, Y/A sta c64.SCRATCH_ZP1 tya ldy c64.SCRATCH_ZP1 rts }} } asmsub copy_mflt (source: uword @ XY) -> clobbers(A,Y) -> () { ; ---- copy a 5 byte MFLT floating point variable to another place ; input: X/Y = source address, c64.SCRATCH_ZPWORD1 = destination address %asm {{ stx c64.SCRATCH_ZP1 sty c64.SCRATCH_ZPWORD1+1 ldy #0 lda (c64.SCRATCH_ZP1),y sta (c64.SCRATCH_ZPWORD1),y iny lda (c64.SCRATCH_ZP1),y sta (c64.SCRATCH_ZPWORD1),y iny lda (c64.SCRATCH_ZP1),y sta (c64.SCRATCH_ZPWORD1),y iny lda (c64.SCRATCH_ZP1),y sta (c64.SCRATCH_ZPWORD1),y iny lda (c64.SCRATCH_ZP1),y sta (c64.SCRATCH_ZPWORD1),y ldy c64.SCRATCH_ZPWORD1+1 rts }} } asmsub float_add_one (mflt: uword @ XY) -> clobbers(A,X,Y) -> () { ; ---- add 1 to the MFLT pointed to by X/Y. Clobbers A, X, Y %asm {{ stx c64.SCRATCH_ZP1 sty c64.SCRATCH_ZP2 txa jsr c64.MOVFM ; fac1 = float XY lda #c64.FL_FONE jsr c64.FADD ; fac1 += 1 ldx c64.SCRATCH_ZP1 ldy c64.SCRATCH_ZP2 jmp c64.FTOMEMXY ; float XY = fac1 }} } asmsub float_sub_one (mflt: uword @ XY) -> clobbers(A,X,Y) -> () { ; ---- subtract 1 from the MFLT pointed to by X/Y. Clobbers A, X, Y %asm {{ stx c64.SCRATCH_ZP1 sty c64.SCRATCH_ZP2 lda #c64.FL_FONE jsr c64.MOVFM ; fac1 = 1 txa ldy c64.SCRATCH_ZP2 jsr c64.FSUB ; fac1 = float XY - 1 ldx c64.SCRATCH_ZP1 ldy c64.SCRATCH_ZP2 jmp c64.FTOMEMXY ; float XY = fac1 }} } asmsub float_add_SW1_to_XY (mflt: uword @ XY) -> clobbers(A,X,Y) -> () { ; ---- add MFLT pointed to by SCRATCH_ZPWORD1 to the MFLT pointed to by X/Y. Clobbers A, X, Y %asm {{ stx c64.SCRATCH_ZP1 sty c64.SCRATCH_ZP2 txa jsr c64.MOVFM ; fac1 = float XY lda c64.SCRATCH_ZPWORD1 ldy c64.SCRATCH_ZPWORD1+1 jsr c64.FADD ; fac1 += SCRATCH_ZPWORD1 ldx c64.SCRATCH_ZP1 ldy c64.SCRATCH_ZP2 jmp c64.FTOMEMXY ; float XY = fac1 }} } asmsub float_sub_SW1_from_XY (mflt: uword @ XY) -> clobbers(A,X,Y) -> () { ; ---- subtract MFLT pointed to by SCRATCH_ZPWORD1 from the MFLT pointed to by X/Y. Clobbers A, X, Y %asm {{ stx c64.SCRATCH_ZP1 sty c64.SCRATCH_ZP2 lda c64.SCRATCH_ZPWORD1 ldy c64.SCRATCH_ZPWORD1+1 jsr c64.MOVFM ; fac1 = SCRATCH_ZPWORD1 txa ldy c64.SCRATCH_ZP2 jsr c64.FSUB ; fac1 = float XY - SCRATCH_ZPWORD1 ldx c64.SCRATCH_ZP1 ldy c64.SCRATCH_ZP2 jmp c64.FTOMEMXY ; float XY = fac1 }} } } ; ------ end of block c64flt ~ c64scr { ; ---- this block contains (character) Screen and text I/O related functions ---- asmsub clear_screen (char: ubyte @ A, color: ubyte @ Y) -> clobbers() -> () { ; ---- clear the character screen with the given fill character and character color. ; (assumes screen is at $0400, could be altered in the future with self-modifying code) ; @todo some byte var to set the SCREEN ADDR HI BYTE %asm {{ sta _loop + 1 ; self-modifying stx c64.SCRATCH_ZP1 ldx #0 _loop lda #0 sta c64.Screen,x sta c64.Screen+$0100,x sta c64.Screen+$0200,x sta c64.Screen+$02e8,x tya sta c64.Colors,x sta c64.Colors+$0100,x sta c64.Colors+$0200,x sta c64.Colors+$02e8,x inx bne _loop lda _loop+1 ; restore A and X ldx c64.SCRATCH_ZP1 rts }} } asmsub scroll_left_full (alsocolors: ubyte @ Pc) -> clobbers(A, X, 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 {{ 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 - rts }} } asmsub scroll_right_full (alsocolors: ubyte @ Pc) -> clobbers(A,X) -> () { ; ---- 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 {{ 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 - rts }} } asmsub scroll_up_full (alsocolors: ubyte @ Pc) -> clobbers(A,X) -> () { ; ---- 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 {{ 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 - rts }} } asmsub scroll_down_full (alsocolors: ubyte @ Pc) -> clobbers(A,X) -> () { ; ---- 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 {{ 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 - rts }} } asmsub print_string (address: uword @ XY) -> clobbers(A,Y) -> () { ; ---- print null terminated string from X/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 {{ stx c64.SCRATCH_ZP1 sty c64.SCRATCH_ZP2 ldy #0 - lda (c64.SCRATCH_ZP1),y beq + jsr c64.CHROUT iny bne - + rts }} } asmsub print_pstring (address: uword @ XY) -> clobbers(A,X) -> (ubyte @ Y) { ; ---- print pstring (length as first byte) from X/Y, returns str len in Y %asm {{ stx c64.SCRATCH_ZP1 sty c64.SCRATCH_ZP2 ldy #0 lda (c64.SCRATCH_ZP1),y beq + tax - iny lda (c64.SCRATCH_ZP1),y jsr c64.CHROUT dex bne - + rts ; output string length is in Y }} } asmsub print_byte_decimal0 (value: ubyte @ A) -> clobbers(A,X,Y) -> () { ; ---- print the byte in A in decimal form, with left padding 0s (3 positions total) %asm {{ jsr byte2decimal pha tya jsr c64.CHROUT txa jsr c64.CHROUT pla jmp c64.CHROUT }} } asmsub print_byte_decimal (value: ubyte @ A) -> clobbers(A,X,Y) -> () { ; ---- print the byte in A in decimal form, without left padding 0s %asm {{ jsr byte2decimal pha cpy #'0' bne _print_hundreds cpx #'0' bne _print_tens pla jmp c64.CHROUT _print_hundreds tya jsr c64.CHROUT _print_tens txa jsr c64.CHROUT pla jmp c64.CHROUT }} } asmsub print_byte_hex (prefix: ubyte @ Pc, value: ubyte @ A) -> clobbers(A,X,Y) -> () { ; ---- print the byte in A in hex form (if Carry is set, a radix prefix '$' is printed as well) %asm {{ bcc + pha lda #'$' jsr c64.CHROUT pla + jsr byte2hex txa jsr c64.CHROUT tya jmp c64.CHROUT }} } asmsub print_word_hex (prefix: ubyte @ Pc, dataword: uword @ XY) -> clobbers(A,X,Y) -> () { ; ---- print the (unsigned) word in X/Y in hexadecimal form (4 digits) ; (if Carry is set, a radix prefix '$' is printed as well) %asm {{ stx c64.SCRATCH_ZP1 tya jsr print_byte_hex lda c64.SCRATCH_ZP1 clc jmp print_byte_hex }} } asmsub print_word_decimal0 (dataword: uword @ XY) -> clobbers(A,X,Y) -> () { ; ---- print the (unsigned) word in X/Y in decimal form, with left padding 0s (5 positions total) ; @todo shorter in loop form? %asm {{ jsr word2decimal lda word2decimal_output jsr c64.CHROUT lda word2decimal_output+1 jsr c64.CHROUT lda word2decimal_output+2 jsr c64.CHROUT lda word2decimal_output+3 jsr c64.CHROUT lda word2decimal_output+4 jmp c64.CHROUT }} } asmsub print_word_decimal (dataword: uword @ XY) -> clobbers(A,X,Y) -> () { ; ---- print the word in X/Y in decimal form, without left padding 0s %asm {{ jsr word2decimal ldy #0 lda word2decimal_output cmp #'0' bne _pr_decimal iny lda word2decimal_output+1 cmp #'0' bne _pr_decimal iny lda word2decimal_output+2 cmp #'0' bne _pr_decimal iny lda word2decimal_output+3 cmp #'0' bne _pr_decimal iny _pr_decimal lda word2decimal_output,y jsr c64.CHROUT iny cpy #5 bcc _pr_decimal rts }} } asmsub input_chars (buffer: uword @ AX) -> clobbers(A) -> (ubyte @ Y) { ; ---- Input a string (max. 80 chars) from the keyboard. Returns length. ; It assumes the keyboard is selected as I/O channel!! %asm {{ sta c64.SCRATCH_ZP1 stx c64.SCRATCH_ZP2 ldy #0 ; char counter = 0 - jsr c64.CHRIN cmp #$0d ; return (ascii 13) pressed? beq + ; yes, end. sta (c64.SCRATCH_ZP1),y ; else store char in buffer iny bne - + lda #0 sta (c64.SCRATCH_ZP1),y ; finish string with 0 byte rts }} } } ; ---- end block c64scr