package apple2 const ( ioDataKeyboard uint8 = 0x10 ioFlagGraphics uint8 = 0x50 ioFlagMixed uint8 = 0x52 ioFlagSecondPage uint8 = 0x54 ioFlagHiRes uint8 = 0x56 ioFlagAnnunciator0 uint8 = 0x58 ioFlagAnnunciator1 uint8 = 0x5a ioFlagAnnunciator2 uint8 = 0x5c ioFlagAnnunciator3 uint8 = 0x5e ioDataCassette uint8 = 0x60 ioFlagButton0 uint8 = 0x61 ioFlagButton1 uint8 = 0x62 ioFlagButton2 uint8 = 0x63 ioDataPaddle0 uint8 = 0x64 ioDataPaddle1 uint8 = 0x65 ioDataPaddle2 uint8 = 0x66 ioDataPaddle3 uint8 = 0x67 ) func addApple2SoftSwitches(io *ioC0Page) { io.addSoftSwitchRW(0x00, getKeySoftSwitch) // Keyboard io.addSoftSwitchRW(0x10, strobeKeyboardSoftSwitch) // Keyboard Strobe io.addSoftSwitchR(0x20, notImplementedSoftSwitchR) // Cassette Output io.addSoftSwitchR(0x30, notImplementedSoftSwitchR) // Speaker io.addSoftSwitchR(0x40, notImplementedSoftSwitchR) // Game connector Strobe // Note: Some sources indicate that all these cover 16 positions // for read and write. But the Apple2e take over some of them, with // the prevention on acting only on writes. io.addSoftSwitchRW(0x50, getSoftSwitch(ioFlagGraphics, false)) io.addSoftSwitchRW(0x51, getSoftSwitch(ioFlagGraphics, true)) io.addSoftSwitchRW(0x52, getSoftSwitch(ioFlagMixed, false)) io.addSoftSwitchRW(0x53, getSoftSwitch(ioFlagMixed, true)) io.addSoftSwitchRW(0x54, getSoftSwitch(ioFlagSecondPage, false)) io.addSoftSwitchRW(0x55, getSoftSwitch(ioFlagSecondPage, true)) io.addSoftSwitchRW(0x56, getSoftSwitch(ioFlagHiRes, false)) io.addSoftSwitchRW(0x57, getSoftSwitch(ioFlagHiRes, true)) io.addSoftSwitchRW(0x58, getSoftSwitch(ioFlagAnnunciator0, false)) io.addSoftSwitchRW(0x59, getSoftSwitch(ioFlagAnnunciator0, true)) io.addSoftSwitchRW(0x5a, getSoftSwitch(ioFlagAnnunciator1, false)) io.addSoftSwitchRW(0x5b, getSoftSwitch(ioFlagAnnunciator1, true)) io.addSoftSwitchRW(0x5c, getSoftSwitch(ioFlagAnnunciator2, false)) io.addSoftSwitchRW(0x5d, getSoftSwitch(ioFlagAnnunciator2, true)) io.addSoftSwitchRW(0x5e, getSoftSwitch(ioFlagAnnunciator3, false)) io.addSoftSwitchRW(0x5f, getSoftSwitch(ioFlagAnnunciator3, true)) io.addSoftSwitchR(0x60, notImplementedSoftSwitchR) // Cassette Input io.addSoftSwitchR(0x61, getStatusSoftSwitch(ioFlagButton0)) io.addSoftSwitchR(0x62, getStatusSoftSwitch(ioFlagButton1)) io.addSoftSwitchR(0x63, getStatusSoftSwitch(ioFlagButton2)) io.addSoftSwitchR(0x64, getStatusSoftSwitch(ioDataPaddle0)) io.addSoftSwitchR(0x65, getStatusSoftSwitch(ioDataPaddle1)) io.addSoftSwitchR(0x66, getStatusSoftSwitch(ioDataPaddle2)) io.addSoftSwitchR(0x67, getStatusSoftSwitch(ioDataPaddle3)) // The previous 8 softswitches are repeated io.addSoftSwitchR(0x68, notImplementedSoftSwitchR) // Cassette Input io.addSoftSwitchR(0x69, getStatusSoftSwitch(ioFlagButton0)) io.addSoftSwitchR(0x6A, getStatusSoftSwitch(ioFlagButton1)) io.addSoftSwitchR(0x6B, getStatusSoftSwitch(ioFlagButton2)) io.addSoftSwitchR(0x6C, getStatusSoftSwitch(ioDataPaddle0)) io.addSoftSwitchR(0x6D, getStatusSoftSwitch(ioDataPaddle1)) io.addSoftSwitchR(0x6E, getStatusSoftSwitch(ioDataPaddle2)) io.addSoftSwitchR(0x6F, getStatusSoftSwitch(ioDataPaddle3)) io.addSoftSwitchR(0x70, notImplementedSoftSwitchR) // Game controllers reset } func notImplementedSoftSwitchR(*ioC0Page) uint8 { return 0 } func getStatusSoftSwitch(ioFlag uint8) softSwitchR { return func(io *ioC0Page) uint8 { return io.softSwitchesData[ioFlag] } } func getSoftSwitch(ioFlag uint8, isSet bool) softSwitchR { return func(io *ioC0Page) uint8 { if isSet { io.softSwitchesData[ioFlag] = ssOn } else { io.softSwitchesData[ioFlag] = ssOff } return 0 } } func getKeySoftSwitch(io *ioC0Page) uint8 { strobed := (io.softSwitchesData[ioDataKeyboard] & (1 << 7)) == 0 if strobed && io.keyboard != nil { if key, ok := io.keyboard.getKey(); ok { io.softSwitchesData[ioDataKeyboard] = key + (1 << 7) } } return io.softSwitchesData[ioDataKeyboard] } func strobeKeyboardSoftSwitch(io *ioC0Page) uint8 { result := io.softSwitchesData[ioDataKeyboard] io.softSwitchesData[ioDataKeyboard] &^= 1 << 7 return result }