mirror of
https://github.com/ivanizag/izapple2.git
synced 2024-12-22 09:30:19 +00:00
198 lines
6.8 KiB
Go
198 lines
6.8 KiB
Go
package izapple2
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const (
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ioDataKeyboard uint8 = 0x10
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ioFlagText uint8 = 0x50
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ioFlagMixed uint8 = 0x52
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ioFlagSecondPage uint8 = 0x54
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ioFlagHiRes uint8 = 0x56
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ioFlagAnnunciator0 uint8 = 0x58
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ioFlagAnnunciator1 uint8 = 0x5a
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ioFlagAnnunciator2 uint8 = 0x5c
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ioFlagAnnunciator3 uint8 = 0x5e
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// ioDataCassette uint8 = 0x60
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// ioFlagButton0 uint8 = 0x61
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// ioFlagButton1 uint8 = 0x62
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// ioFlagButton2 uint8 = 0x63
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// ioDataPaddle0 uint8 = 0x64
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// ioDataPaddle1 uint8 = 0x65
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// ioDataPaddle2 uint8 = 0x66
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// ioDataPaddle3 uint8 = 0x67
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// Not real softSwitches. Using the numbers to store the flags somewhere.
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ioFlagRGBCardActive uint8 = 0x7d
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ioFlag1RGBCard uint8 = 0x7e
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ioFlag2RGBCard uint8 = 0x7f
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)
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func addApple2SoftSwitches(io *ioC0Page) {
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io.addSoftSwitchRW(0x00, buildKeySoftSwitch(io), "KEYBOARD") // Keyboard
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io.addSoftSwitchRW(0x10, buildStrobeKeyboardSoftSwitch(io), "AKD") // Keyboard Strobe
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io.addSoftSwitchR(0x20, buildNotImplementedSoftSwitchR(io), "TAPEOUT") // Cassette Output
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io.addSoftSwitchRW(0x30, buildSpeakerSoftSwitch(io), "SPEAKER") // Speaker
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io.addSoftSwitchR(0x40, buildNotImplementedSoftSwitchR(io), "STROBE") // Game connector Strobe
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// Note: Some sources indicate that all these cover 16 positions
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// for read and write. But the Apple2e takes over some of them, with
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// the prevention on acting only on writes.
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io.addSoftSwitchRW(0x50, getSoftSwitch(io, ioFlagText, false), "TEXTOFF")
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io.addSoftSwitchRW(0x51, getSoftSwitch(io, ioFlagText, true), "TEXTON")
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io.addSoftSwitchRW(0x52, getSoftSwitch(io, ioFlagMixed, false), "MIXEDOFF")
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io.addSoftSwitchRW(0x53, getSoftSwitch(io, ioFlagMixed, true), "MIXEDON")
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io.addSoftSwitchRW(0x54, getSoftSwitch(io, ioFlagSecondPage, false), "PAGE2OFF")
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io.addSoftSwitchRW(0x55, getSoftSwitch(io, ioFlagSecondPage, true), "PAGE2ON")
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io.addSoftSwitchRW(0x56, getSoftSwitch(io, ioFlagHiRes, false), "HIRESOFF")
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io.addSoftSwitchRW(0x57, getSoftSwitch(io, ioFlagHiRes, true), "HIRESON")
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io.addSoftSwitchRW(0x58, getSoftSwitch(io, ioFlagAnnunciator0, false), "ANN0OFF")
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io.addSoftSwitchRW(0x59, getSoftSwitch(io, ioFlagAnnunciator0, true), "ANN0ON")
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io.addSoftSwitchRW(0x5a, getSoftSwitch(io, ioFlagAnnunciator1, false), "ANN1OFF")
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io.addSoftSwitchRW(0x5b, getSoftSwitch(io, ioFlagAnnunciator1, true), "ANN1ON")
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io.addSoftSwitchRW(0x5c, getSoftSwitch(io, ioFlagAnnunciator2, false), "ANN2OFF")
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io.addSoftSwitchRW(0x5d, getSoftSwitch(io, ioFlagAnnunciator2, true), "ANN2ON")
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io.addSoftSwitchRW(0x5e, getSoftSwitch(io, ioFlagAnnunciator3, false), "ANN3OFF")
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io.addSoftSwitchRW(0x5f, getSoftSwitch(io, ioFlagAnnunciator3, true), "ANN3ON")
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io.addSoftSwitchR(0x60, buildNotImplementedSoftSwitchR(io), "CASSETTE") // Cassette Input
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io.addSoftSwitchR(0x61, buildButtonSoftSwitch(io, 0), "PB0")
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io.addSoftSwitchR(0x62, buildButtonSoftSwitch(io, 1), "PB1")
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io.addSoftSwitchR(0x63, buildButtonSoftSwitch(io, 2), "PB2")
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io.addSoftSwitchR(0x64, buildPaddleSoftSwitch(io, 0), "PDL0")
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io.addSoftSwitchR(0x65, buildPaddleSoftSwitch(io, 1), "PDL1")
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io.addSoftSwitchR(0x66, buildPaddleSoftSwitch(io, 2), "PDL2")
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io.addSoftSwitchR(0x67, buildPaddleSoftSwitch(io, 3), "PDL3")
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// The previous 8 softswitches are repeated
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io.addSoftSwitchR(0x68, buildNotImplementedSoftSwitchR(io), "CASSETTE") // Cassette Input
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io.addSoftSwitchR(0x69, buildButtonSoftSwitch(io, 0), "PB0")
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io.addSoftSwitchR(0x6A, buildButtonSoftSwitch(io, 1), "PB1")
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io.addSoftSwitchR(0x6B, buildButtonSoftSwitch(io, 2), "PB2")
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io.addSoftSwitchR(0x6C, buildPaddleSoftSwitch(io, 0), "PDL0")
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io.addSoftSwitchR(0x6D, buildPaddleSoftSwitch(io, 1), "PDL1")
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io.addSoftSwitchR(0x6E, buildPaddleSoftSwitch(io, 2), "PDL2")
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io.addSoftSwitchR(0x6F, buildPaddleSoftSwitch(io, 3), "PDL3")
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io.addSoftSwitchR(0x70, buildStrobePaddlesSoftSwitch(io), "RESETPDL") // Game controllers reset
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// For RGB screen modes. Default to NTSC artifacts
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io.softSwitchesData[ioFlag1RGBCard] = ssOn
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io.softSwitchesData[ioFlag2RGBCard] = ssOn
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}
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func buildNotImplementedSoftSwitchR(io *ioC0Page) softSwitchR {
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return func() uint8 {
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// Return random info. Some games (Serpentine) used CASSETTE and get stuck if not changing.
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return uint8(io.apple2.GetCycles())
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}
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}
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func buildNotImplementedSoftSwitchW(_ *ioC0Page) softSwitchW {
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return func(uint8) {
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// Do nothing
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}
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}
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func setStatusSoftSwitch(io *ioC0Page, ioFlag uint8) softSwitchW {
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return func(value uint8) {
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io.softSwitchesData[ioFlag] = value
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}
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}
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func getStatusSoftSwitch(io *ioC0Page, ioFlag uint8) softSwitchR {
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return func() uint8 {
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return io.softSwitchesData[ioFlag]
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}
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}
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func getSoftSwitch(io *ioC0Page, ioFlag uint8, isSet bool) softSwitchR {
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return func() uint8 {
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if isSet {
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io.softSwitchesData[ioFlag] = ssOn
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} else {
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io.softSwitchesData[ioFlag] = ssOff
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}
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return 0
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}
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}
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func buildSpeakerSoftSwitch(io *ioC0Page) softSwitchR {
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return func() uint8 {
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if io.speaker != nil {
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io.speaker.Click(io.apple2.GetCycles())
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}
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return 0
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}
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}
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func buildKeySoftSwitch(io *ioC0Page) softSwitchR {
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return func() uint8 {
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strobed := (io.softSwitchesData[ioDataKeyboard] & (1 << 7)) == 0
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if io.keyboard != nil {
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if key, ok := io.keyboard.GetKey(strobed); ok {
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io.softSwitchesData[ioDataKeyboard] = key + (1 << 7)
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}
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}
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value := io.softSwitchesData[ioDataKeyboard]
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return value
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}
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}
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func buildStrobeKeyboardSoftSwitch(io *ioC0Page) softSwitchR {
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return func() uint8 {
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result := io.softSwitchesData[ioDataKeyboard]
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io.softSwitchesData[ioDataKeyboard] &^= 1 << 7
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return result
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}
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}
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func buildButtonSoftSwitch(io *ioC0Page, i int) softSwitchR {
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return func() uint8 {
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if io.joysticks != nil && io.joysticks.ReadButton(i) {
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return 128
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}
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return 0
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}
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}
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/*
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Paddle values are calculated by the time taken by a current going
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through the paddle variable resistor to charge a capacitor.
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The capacitor is discharged via the strobe softswitch. The result is
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how many times a 11 cycles loop runs before the capacitor reaches
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the voltage threshold.
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See: http://www.1000bit.it/support/manuali/apple/technotes/aiie/tn.aiie.06.html
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*/
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const paddleToCyclesFactor = 11
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func buildPaddleSoftSwitch(io *ioC0Page, i int) softSwitchR {
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return func() uint8 {
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if io.joysticks == nil {
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return 255 // Capacitors never discharge if there is not joystick
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}
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reading, hasData := io.joysticks.ReadPaddle(i)
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if !hasData {
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return 255 // Capacitors never discharge if there is not joystick
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}
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cyclesNeeded := uint64(reading) * paddleToCyclesFactor
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cyclesElapsed := io.apple2.GetCycles() - io.paddlesStrobeCycle
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if cyclesElapsed < cyclesNeeded {
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// The capacitor is not charged yet
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return 128
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}
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return 0
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}
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}
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func buildStrobePaddlesSoftSwitch(io *ioC0Page) softSwitchR {
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return func() uint8 {
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// On the real machine this discharges the capacitors.
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io.paddlesStrobeCycle = io.apple2.GetCycles()
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return 0
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}
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}
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