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