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BBC Micro Elite

Keyboard: DK4

Name: DK4 [View in context] Type: Subroutine Category: Keyboard Summary: Scan for pause, configuration and secondary flight keys
Scan for pause and configuration keys, and if this is a space view, also scan for secondary flight controls. Specifically: * Scan for the pause button (COPY) and if it's pressed, pause the game and process any configuration key presses until the game is unpaused (DELETE) * If this is a space view, scan for secondary flight keys and update the relevant bytes in the key logger
.DK4 { JSR RDKEY \ Scan the keyboard from Q upwards and fetch any key \ press into X STX KL \ Store X in KL, byte #0 of the key logger CPX #&69 \ If COPY is not being pressed, jump to DK2 below, BNE DK2 \ otherwise let's process the configuration keys .FREEZE \ COPY is being pressed, so we enter a loop that \ listens for configuration keys, and we keep looping \ until we detect a DELETE key press. This effectively \ pauses the game when COPY is pressed, and unpauses \ it when DELETE is pressed JSR WSCAN \ Call WSCAN to wait for the vertical sync, so the whole \ screen gets drawn JSR RDKEY \ Scan the keyboard from Q upwards and fetch any key \ press into X CPX #&51 \ If S is not being pressed, skip to DK6 BNE DK6 LDA #0 \ S is being pressed, so set DNOIZ to 0 to turn the STA DNOIZ \ sound on .DK6 LDY #&40 \ We now want to loop through the keys that toggle \ various settings. These have internal key numbers \ between &40 (Caps Lock) and &46 (K), so we set up the \ first key number in Y to act as a loop counter. See \ subroutine DKS3 for more details on this .DKL4 JSR DKS3 \ Call DKS3 to scan for the key given in Y, and toggle \ the relevant setting if it is pressed INY \ Increment Y to point to the next toggle key CPY #&47 \ The last toggle key is &46 (K), so check whether we \ have just done that one BNE DKL4 \ If not, loop back to check for the next toggle key .DK55 CPX #&10 \ If Q is not being pressed, skip to DK7 BNE DK7 STX DNOIZ \ S is being pressed, so set DNOIZ to X, which is \ non-zero (&10), so this will turn the sound off .DK7 CPX #&70 \ If Escape is not being pressed, skip over the next BNE P%+5 \ instruction JMP DEATH2 \ Escape is being pressed, so jump to DEATH2 to end \ the game CPX #&59 \ If DELETE is not being pressed, we are still paused, BNE FREEZE \ so loop back up to keep listening for configuration \ keys, otherwise fall through into the rest of the \ key detection code, which unpauses the game .DK2 LDA QQ11 \ If the current view is non-zero (i.e. not a space BNE DK5 \ view), return from the subroutine (as DK5 contains \ an RTS) LDY #15 \ This is a space view, so now we want to check for all \ the secondary flight keys. The internal key numbers \ are in the keyboard table KYTB from KYTB+8 to \ KYTB+15, and their key logger locations are from KL+8 \ to KL+15. So set a decreasing counter in Y for the \ index, starting at 15, so we can loop through them LDA #&FF \ Set A to &FF so we can store this in the keyboard \ logger for keys that are being pressed .DKL1 LDX KYTB,Y \ Get the internal key value of the Y-th flight key \ the KYTB keyboard table CPX KL \ We stored the key that's being pressed in KL above, \ so check to see if the Y-th flight key is being \ pressed BNE DK1 \ If it is not being pressed, skip to DK1 below STA KL,Y \ The Y-th flight key is being pressed, so set that \ key's location in the key logger to &FF .DK1 DEY \ Decrement the loop counter CPY #7 \ Have we just done the last key? BNE DKL1 \ If not, loop back to process the next key .DK5 RTS \ Return from the subroutine }