collapseos/recipes/sms/glue.asm

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1.5 KiB
NASM
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; 8K of onboard RAM
.equ RAMSTART 0xc000
; Memory register at the end of RAM. Must not overwrite
.equ RAMEND 0xfdd0
jp init
.fill 0x66-$
retn
#include "err.h"
#include "core.asm"
#include "parse.asm"
.equ PAD_RAMSTART RAMSTART
#include "sms/pad.asm"
.equ VDP_RAMSTART PAD_RAMEND
#include "sms/vdp.asm"
.equ STDIO_RAMSTART VDP_RAMEND
#include "stdio.asm"
.equ SHELL_RAMSTART STDIO_RAMEND
.equ SHELL_EXTRA_CMD_COUNT 0
#include "shell.asm"
init:
di
im 1
ld sp, RAMEND
call padInit
call vdpInit
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ld hl, myGetC
ld de, vdpPutC
call stdioInit
call shellInit
jp shellLoop
myGetC:
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; What we do here is simple. We go though all bits of port A controller
; increasing B each time. As soon as we get a hit, we display that
; letter. Pressed buttons go low.
call padStatusA
push bc
jr z, .nothing ; unchanged since last poll
ld b, 'A'
bit 5, a ; Port A Button C pressed
jr z, .something
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inc b ; b
bit 4, a ; Port A Button B pressed
jr z, .something
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inc b ; c
bit 3, a ; Port A Right pressed
jr z, .something
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inc b ; d
bit 2, a ; Port A Left pressed
jr z, .something
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inc b ; e
bit 1, a ; Port A Down pressed
jr z, .something
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inc b ; f
bit 0, a ; Port A Up pressed
jr z, .something
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inc b ; g
bit 6, a ; Port A Button A pressed
jr z, .something
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inc b ; h
bit 7, a ; Port A Start pressed
jr z, .something
; nothing
.nothing:
pop bc
xor a
jp unsetZ
.something:
ld a, b
pop bc
cp a ; ensure Z
ret
.fill 0x7ff0-$
.db "TMR SEGA", 0x00, 0x00, 0xfb, 0x68, 0x00, 0x00, 0x00, 0x4c