;* ======================================================================== *; ;* These routines are placed into the public domain by their author. All *; ;* copyright rights are hereby relinquished on the routines and data in *; ;* this file. -- Joseph Zbiciak, 2008 *; ;* ======================================================================== *; ;;==========================================================================;; ;; Joe Zbiciak's Task Routines: Hand Controller Scanning. ;; ;; http://spatula-city.org/~im14u2c/intv/ ;; ;;==========================================================================;; ;; ======================================================================== ;; ;; GLOBAL VARIABLES USED BY THESE ROUTINES ;; ;; ;; ;; Note that some of these routines may use one or more global variables. ;; ;; If you use these routines, you will need to allocate the appropriate ;; ;; space in either 16-bit or 8-bit memory as appropriate. Each global ;; ;; variable is listed with the routines which use it and the required ;; ;; memory width. ;; ;; ;; ;; Example declarations for these routines are shown below, commented out. ;; ;; You should uncomment these and add them to your program to make use of ;; ;; the routine that needs them. Make sure to assign these variables to ;; ;; locations that aren't used for anything else. I may show addresses in ;; ;; the table below: Ignore these! They are illustrative only. ;; ;; ======================================================================== ;; ; Used by Req'd Width Description ;----------------------------------------------------- ;SHDISP EQU SHDISP ; SCANHAND 16-bit Dispatch table ;SH_TMP EQU $11F ; SCANHAND 8-bit Temporary storage. ;SH_LR0 EQU $120 ; SCANHAND 8-bit Last read value ;SH_FL0 EQU SH_LR0+1; SCANHAND 8-bit Flags for left ctrl ;SH_LV0 EQU SH_LR0+2; SCANHAND 8-bit Last valid value ;SH_LR1 EQU $123 ; SCANHAND 8-bit Last read value ;SH_FL1 EQU SH_LR1+1; SCANHAND 8-bit Flags for right ctrl ;SH_LV1 EQU SH_LR1+2; SCANHAND 8-bit Last valid value ; if SCAN_ECS is defined, the following additional variables are needed. ;SH_LR2 EQU $126 ; SCANHAND 8-bit Last read value ;SH_FL2 EQU SH_LR2+1; SCANHAND 8-bit Flags for ECS left ctrl ;SH_LV2 EQU SH_LR2+2; SCANHAND 8-bit Last valid value ;SH_LR3 EQU $129 ; SCANHAND 8-bit Last read value ;SH_FL3 EQU SH_LR3+1; SCANHAND 8-bit Flags for ECS right ctrl ;SH_LV3 EQU SH_LR3+2; SCANHAND 8-bit Last valid value ;; ======================================================================== ;; ;; SCANHAND ;; ;; ;; ;; Scan the hand controllers and schedule tasks based on the input ;; ;; triggers we see. Hand controller debouncing is done here too, but it ;; ;; is performed over several calls to SCANHAND. Therefore, ensure that ;; ;; SCANHAND is called regularly, with a relatively even frequency. ;; ;; ;; ;; CONTROLLER DEBOUNCING ;; ;; ;; ;; If SH_DEBOUNCE is defined, the debounce timer is initialized to its ;; ;; value. Otherwise, the default is 12. The default is suitable if you ;; ;; are calling SCANHAND very regularly from the background task in RUNQ. ;; ;; It is not suitable if you are calling SCANHAND from an ISR. ;; ;; ;; ;; For ISR-driven hand-controller scanning, I'd recommend setting ;; ;; SH_DEBOUNCE to about 2 or 3. ;; ;; ;; ;; Larger values of SH_DEBOUNCE reduce the responsiveness of SCANHAND, ;; ;; but improve its resistance to glitchy inputs. Smaller values of ;; ;; SH_DEBOUNCE will improve the responsiveness at the expense of glitches. ;; ;; If your code can tolerate the occasional glitchy input, go ahead and ;; ;; crank down the debounce count. ;; ;; ;; ;; The valid range of SH_DEBOUNCE is 0 to 31. Values outside this range ;; ;; will cause the code to assemble with the default value of 12. ;; ;; ;; ;; DISPATCH TABLES ;; ;; ;; ;; Hand controller events are handled by jumping to functions defined in ;; ;; a 3-entry dispatch table. This table may be stored in ROM. The ;; ;; variable SHDISP stores a pointer to this table. The table is ;; ;; formatted as follows: ;; ;; ;; ;; TABLE DECLE keypad_dispatch_function ;; ;; DECLE action_button_dispatch_function ;; ;; DECLE disc_dispatch_function ;; ;; ;; ;; NOTE: This table format requires a 16-bit ROM width. It is trivial ;; ;; to modify the code to support narrower ROMs, although I don't see the ;; ;; point. ;; ;; ;; ;; DISPATCH FUNCTIONS ;; ;; ;; ;; Hand controller events are queued for processing using QTASK, and ;; ;; are processed along with all the other queued tasks. When the ;; ;; task is executed, it will receive information about the controller ;; ;; event in the following format: ;; ;; ;; ;; 15 9 8 7 0 ;; ;; +---------------------+-------+---+------------------------+ ;; ;; | RESERVED |CTRL # |RLS| Input Number | ;; ;; +---------------------+-------+---+------------------------+ ;; ;; ;; ;; The reserved bits presently are returned as 0 but may someday return ;; ;; something else. The "Input Number" depends on the type of dispatch. ;; ;; Those are documented below. The fixed bits are defined as follows: ;; ;; ;; ;; Bit # Name Description ;; ;; --------- ---------- --------------------------------------- ;; ;; 15 - 10 Reserved Reserved ;; ;; ;; ;; 9 - 8 CTRL # Controller number: ;; ;; 00 -- Master Component Left Side ;; ;; 01 -- Master Component Right Side ;; ;; 10 -- ECS Left Side ;; ;; 11 -- ECS Right Side ;; ;; ;; ;; 7 RLS Set if key/input was released. ;; ;; NOTE: This code returns 0 for input # ;; ;; on a key-release event! ;; ;; ;; ;; 6 - 0 INPUT # Actual key/input received. ;; ;; ;; ;; INPUT NUMBER DEFINITIONS ;; ;; ;; ;; The Input Number says which input was received for a given type of ;; ;; input. For all three (keypad, action, and disc), values >= $80 mean ;; ;; the previous input was released. ;; ;; ;; ;; KEYPAD INPUT NUMBERS ;; ;; ;; ;; Number Interpretation ;; ;; ----------- ----------------------------------------------- ;; ;; 0 - 9 Digit 0 through Digit 9 ;; ;; 10 Clear ;; ;; 11 Enter ;; ;; 12 - 127 Reserved ;; ;; $80 - $FF Keypad released. ;; ;; ;; ;; ACTION BUTTON INPUT NUMBERS ;; ;; ;; ;; Number Interpretation ;; ;; ----------- ----------------------------------------------- ;; ;; 0 Reserved ;; ;; 1 Top action button ;; ;; 2 Bottom-left action button ;; ;; 3 Bottom-right action button ;; ;; 4 - 127 Reserved ;; ;; $80 - $FF Action button released. ;; ;; ;; ;; DISC INPUT NUMBERS ;; ;; ;; ;; Number Interpretation ;; ;; ----------- ----------------------------------------------- ;; ;; 0 Compass direction: E ;; ;; 1 Compass direction: ENE ;; ;; 2 Compass direction: NE ;; ;; 3 Compass direction: NNE ;; ;; 4 Compass direction: N ;; ;; 5 Compass direction: NNW ;; ;; 6 Compass direction: NW ;; ;; 7 Compass direction: WNW ;; ;; 8 Compass direction: W ;; ;; 9 Compass direction: WSW ;; ;; 10 Compass direction: SW ;; ;; 11 Compass direction: SSW ;; ;; 12 Compass direction: S ;; ;; 13 Compass direction: SSE ;; ;; 14 Compass direction: SE ;; ;; 15 Compass direction: ESE ;; ;; 16 - 127 Reserved ;; ;; $80 - $FF DISC released. ;; ;; ;; ;; ECS SUPPORT ;; ;; ;; ;; This code does support the ECS's hand controller ports. It does ;; ;; not verify that both ports are set for "input". It also does not ;; ;; check for the presence of the ECS. ;; ;; ;; ;; To include ECS support, define the symbol "SCAN_ECS" prior to ;; ;; including this file. Enabling ECS support should not affect the ;; ;; operation of this code even if the ECS is not present. It just ;; ;; makes the code slightly larger and slower. ;; ;; ;; ;; INPUT PROCESSING ;; ;; ;; ;; This code handles two basic operating modes for the hand-controller: ;; ;; Keypad, and DISC + Action. In Keypad mode, it can recognize only ;; ;; one keypad press at a time -- additional keypad presses are ignored. ;; ;; In DISC + Action mode, it can recognize one Action-button press at ;; ;; a time, and continuously-variable DISC inputs. ;; ;; ;; ;; The mode selection is automatic. When the controller is idle (no ;; ;; input), the code waits for an input. Upon seeing and debouncing an ;; ;; input, it first attempts to decode the input as a keypad press. If ;; ;; it succeeds, it goes into Keypad mode, and triggers an event for the ;; ;; keypad press. ;; ;; ;; ;; If the input does not match a valid keypad value, it then attempts ;; ;; to decode the input as an Action-key press. If it succeeds, then ;; ;; it goes into DISC+Action, and it triggers an event for the action ;; ;; key. ;; ;; ;; ;; Next, if the input does not match a valid DISC value, it then ;; ;; attempts to decode the input as a DISC press. If it succeeds, it ;; ;; goes into DISC+Action mode, and it triggers an event for the DISC ;; ;; press. ;; ;; ;; ;; Finally, if the input is unrecognized (dirty controller?), it'll ;; ;; remember that it saw the input, but it won't trigger an event. ;; ;; ;; ;; GLITCH HANDLING ;; ;; ;; ;; We all know that Intellivision hand controllers can be very glitchy. ;; ;; Decoding the controllers correctly in all cases with reasonable ;; ;; responsiveness and minimal "false inputs" is nearly impossible. ;; ;; ;; ;; This code implements some rules to deal with the glitchiness. ;; ;; ;; ;; -- If Bit #4 is set, only DISC and ACTION inputs will be recognized. ;; ;; This bit is only supposed to be set by DISC inputs. ;; ;; ;; ;; -- Once a KEYPAD input has been recognized, no further inputs will ;; ;; be decoded until the controller is released. This is because ;; ;; the KEYPAD inputs alias all other inputs. ;; ;; ;; ;; -- Once a DISC or ACTION input has been recognized, only DISC ;; ;; and ACTION keypressed will be recognized until the controller ;; ;; is released. ;; ;; ;; ;; -- There is one exception to these rules: Sometimes, a dirty contact ;; ;; on a keypad button will cause it to momentarily read as a DISC ;; ;; input. In this case, the DISC input has one of four values (0, 4, ;; ;; 8, 12). If the second switch in the keypad closes, we ordinarily ;; ;; wouldn't return the keypress. Thus, we'd be unable to register ;; ;; this keypress. ;; ;; ;; ;; The following rules govern overriding DISC mode to return the ;; ;; keypress in this case: ;; ;; ;; ;; -- Last input was DISC only. (No ACTION, no KEYPAD). ;; ;; -- No DISC bits were released. ;; ;; -- The new input EXACTLY matches a keypad value. ;; ;; ;; ;; If these criteria are met, a disc-up event is sent, and the code ;; ;; processes the new keypad event. To the game, this sequence will ;; ;; look like a short tap of the DISC followed by the actual keypress. ;; ;; ;; ;; -- Only one ACTION key will be recognized at a time. The ACTION-key ;; ;; release event will only be sent when all ACTION keys are released. ;; ;; ;; ;; ;; ;; HAND CONTROLLER DOCS (Condensed version) ;; ;; ;; ;; $1FE Master Component Right Controller ;; ;; $1FF Master Component Left Controller ;; ;; $0FE ECS Right Controller ;; ;; $0FF ECS Left Controller ;; ;; ;; ;; ;; ;; DISC ACTION KEYPAD ;; ;; Bit 0: Down Row 0 keys --------- 1 2 3 ;; ;; Bit 1: Right Row 1 keys --------- 4 5 6 ;; ;; Bit 2: Up Row 2 keys --------- 7 8 9 ;; ;; Bit 3: Left Row 3 keys --------- C 0 E ;; ;; Bit 4: Corner | | | ;; ;; Bit 5: T/L Col 2 keys --------- | -- | ---+ ;; ;; Bit 6: L/R Col 1 keys --------- | ---+ ;; ;; Bit 7: T/R Col 0 keys ----------+ ;; ;; ;; ;; The 'corner' bit combines with the other bits from the DISC to ;; ;; sort among the various diagonals. ;; ;; ======================================================================== ;; SCANHAND PROC @@fd EQU $01 ; FLAG: Last had disc pressed @@fa EQU $02 ; FLAG: Last had action pressed @@fk EQU $04 ; FLAG: Last had keypad pressed @@fmsk EQU @@fd+@@fa+@@fk ; Mask for all three flags. @@dbc EQU $07 ; debounce mask clear-mask @@dbd EQU $08 ; debounce decrement IF DEFINED SH_DEBOUNCE IF (SH_DEBOUNCE > -1) AND (SH_DEBOUNCE < 32) @@dbs EQU SH_DEBOUNCE*@@dbd ; debounce counter initialization ENDI ENDI IF (DEFINED @@dbs) = 0 @@dbs EQU 12 * @@dbd ; debounce counter initialization ENDI PSHR R5 IF DEFINED SCAN_ECS MVI $00F8, R1 ;\ TSTR R1 ; |-- Check for an ECS BMI @@no_ecs ;/ ANDI #$3F, R1 ;\___ Force both ECS controller ports MVO R1, $00F8 ;/ to input mode. MVII #$0FE, R1 ; ECS Left controller MVII #SH_LR3,R2 ; Point to last-hand reading for left side CALL @@doside ; Process ECS left hand controller MVII #$0FF, R1 ; ECS Right controller MVII #SH_LR2,R2 ; Point to last-hand reading for right side CALL @@doside ; Process ECS right hand controller @@no_ecs: ENDI MVII #$1FE, R1 ; Left controller MVII #SH_LR1,R2 ; Point to last-hand reading for left side CALL @@doside ; Process the left hand controller MVII #$1FF, R1 ; Right controller MVII #SH_LR0,R2 ; Point to last-hand reading for right side INCR PC ; (skip PSHR R5) @@doside: PSHR R5 ;; ------------------------------------------------------------ ;; ;; Read the controller and see if it's changed since last. ;; ;; ------------------------------------------------------------ ;; MVI@ R1, R0 ; Read controller CMP@ R2, R0 ; Is it same as last time? BEQ @@same0 ; Yes -- count down bounce timers. ;; ------------------------------------------------------------ ;; ;; Not same: Set the bounce timer, update the last-read val ;; ;; and return. ;; ;; ------------------------------------------------------------ ;; MVO@ R0, R2 ; Store updated "last-read value" INCR R2 ; point to flags MVII #@@dbc, R3 ;\ AND@ R2, R3 ; |- clear old debounce count and put XORI #@@dbs, R3 ;/ in new debounce count. MVO@ R3, R2 ; store updated flags PULR PC ; return. ;; ------------------------------------------------------------ ;; ;; Input was the same. Decrement the debounce timer and only ;; ;; process it when the timer is expired. ;; ;; ------------------------------------------------------------ ;; @@same0: INCR R2 ; point to flags MVI@ R2, R3 ; get flags SUBI #@@dbd, R3 ; decrement the debounce timer BMI @@expired ; ignore input after debounce expires MVO@ R3, R2 ; Not expired, so save out update. CMPI #@@dbd, R3 BLE @@expiring ; if about to expire, process input @@expired: PULR PC ; Otherwise, exit. @@expiring: INCR R2 ; point to last valid value MOVR R0, R4 XORI #$FF, R4 ; CMP@ R2, R4 ; Is it same as last-valid? BEQ @@expired ; Same? Ignore the input glitch. PSHR R0 ; Save new input on stack. ; Keep in mind -- new input is still ; inverted at this point! ;; ------------------------------------------------------------ ;; ;; If it's changed, first decide if we need to send any ;; ;; release events. ;; ;; ------------------------------------------------------------ ;; ANDI #@@dbc, R3 ; Get flags for this side ;; ------------------------------------------------------------ ;; ;; Check for DISC release. Also, check for a sloppy keypad ;; ;; sending disc-like events (grrr...). ;; ;; ------------------------------------------------------------ ;; MOVR R3, R4 ANDI #@@fd, R4 ; Get "DISC" bit BEQ @@check_rls_act ; Clear == no disc MVII #$1F, R4 ;\ ANDR R0, R4 ; |-- If DISC field is clear, DISC is up. CMPI #$1F, R4 ;/ BNEQ @@check_false_disc ; do "disc up" event. @@disc_up XORI #@@fd, R3 ; clear DISC bit CALL @@release DECLE 2 B @@check_rls_act @@check_false_disc: MOVR R0, R4 ;\ AND@ R2, R4 ; |-- First condition: Nothing released BNEQ @@check_rls_act ;/ MOVR R3, R4 ;\ ANDI #@@fa, R4 ; |-- Second condition: Action key is BNEQ @@check_rls_act ;/ NOT pressed. MOVR R0, R4 ;\ XORI #$FF, R4 ; | MVII #@@pad, R5 ; |__ Third condition: Exactly match @@fd_lp: CMP@ R5, R4 ; | one of the pad entries. BEQ @@disc_up ; | CMPI #@@pad + 12, R5 ; | BNEQ @@fd_lp ;/ ;; ------------------------------------------------------------ ;; ;; Check for ACTION release. ;; ;; ------------------------------------------------------------ ;; @@check_rls_act: MOVR R3, R4 ANDI #@@fa, R4 ; Get "ACTION" bit BEQ @@check_rls_key MOVR R0, R4 ;\ AND@ R2, R4 ; |-- See which bits are released. ANDI #$E0, R4 ;/ BEQ @@done_up_evts ; do "action up" event. XORI #@@fa, R3 ; clear ACTION bit CALL @@release DECLE 1 B @@done_up_evts ;; ------------------------------------------------------------ ;; ;; Check for KEYPAD release. ;; ;; ------------------------------------------------------------ ;; @@check_rls_key: MOVR R3, R4 ANDI #@@fk, R4 ; Get "KEYPAD" bit BEQ @@done_up_evts ; do "keypad up" event. XORI #@@fk, R3 ; clear KEYPAD bit CALL @@release DECLE 0 ; B @@done_up_evts ;; ------------------------------------------------------------ ;; ;; Now, see if anything new has been pressed. If we think ;; ;; the keypad was already pressed, we won't send anything new; ;; ;; rather we will just update the "last valid" and exit. If ;; ;; we think DISC or ACTION was already pressed, we will only ;; ;; return DISC or ACTION events. If nothing was already ;; ;; pressed, we look for an exact matches only for keypad, ;; ;; disc and action buttons. ;; ;; ------------------------------------------------------------ ;; @@done_up_evts: PULR R0 ; Get saved input from stack MVI@ R2, R4 ; Get previous last-valid value MVO R4, SH_TMP ; remember previous last-valid value XORI #$FF, R0 ; Invert input so that set bit == pressed MVO@ R0, R2 ; Save updated last-valid value BNEQ @@nonzero ; non-zero input DECR R2 ; MVO@ R0, R2 ; clear flags if input goes null B @@leave @@nonzero DECR R2 ; point back to flags MVO@ R3, R2 ; Store updated flags ANDI #$7, R3 ; Any flags set? BEQ @@exact_only ANDI #@@fk, R3 ; Keypad bit set? BEQ @@exact_discact ; No: Decode DISC and ACTION only. ;; ------------------------------------------------------------ ;; ;; Keypad bit was set. In this case, we can't reliably decode ;; ;; any new keypresses on the controller, so just leave. ;; ;; ------------------------------------------------------------ ;; @@leave: PULR PC ;; ------------------------------------------------------------ ;; ;; Lookup tables for keypad, action button and disc. ;; ;; ------------------------------------------------------------ ;; ; E C 9 8 7 6 5 4 3 2 1 0 @@pad: BYTE $28, $88, $24, $44, $84, $22, $42, $82, $21, $41, $81, $48 ; rgt lft top @@act: BYTE $C0, $60, $A0 ; ESE SE SSE S SSW SW WSW W @@disc: BYTE %10010,%10011,%00011,%00001,%10001,%11001,%01001,%01000 ; WNW NW NNW N NNE NE ENE E BYTE %11000,%11100,%01100,%00100,%10100,%10110,%00110,%00010 ;; ------------------------------------------------------------ ;; ;; Decode exact matches for KEYPAD, DISC and ACTION. ;; ;; ------------------------------------------------------------ ;; @@exact_only: MOVR R0, R4 ;\ ANDI #$10, R4 ; |-- If bit 4 is set, cannot be keypad BNEQ @@exact_discact ;/ MVII #@@pad, R4 ; Point to keypad lookup table MVII #11, R5 ; 12 possible keypad indices, 0 .. 11 @@keypad_lp CMP@ R4, R0 ; Match? BEQ @@got_key ; Yes: Send keypress DECR R5 ; No; Try next one BPL @@keypad_lp ;; ------------------------------------------------------------ ;; ;; Decode exact matches for DISC and ACTION only. ;; ;; ------------------------------------------------------------ ;; @@exact_discact: MVI@ R2, R3 ; Get flags ANDI #@@fa, R3 ; see if ACTION already set BNEQ @@exact_disc ; Only let one ACTION at a time. MVII #@@act, R4 ; Point to Action table MOVR R0, R3 ;\__ Look only at 'action' bits. ANDI #$E0, R3 ;/ MVII #3, R5 ; Three actions @@action_lp CMP@ R4, R3 ; Match? BEQ @@got_act ; Yes: Send keypress DECR R5 ; No: Try next one BNEQ @@action_lp ; ;; ------------------------------------------------------------ ;; ;; Decode exact matches for DISC only. ;; ;; ------------------------------------------------------------ ;; @@exact_disc: MVI@ R2, R3 ; Get flags ANDI #@@fd, R3 ; see if DISC is already set BEQ @@do_disc ; No? Do DISC unconditionally MVI SH_TMP, R3 ; Get previous valid input XORR R0, R3 ; \ ANDI #$1F, R3 ; |-- Skip if DISC is unchanged. BEQ @@done ; / @@do_disc: MVII #@@disc,R4 ; Point to Action table MOVR R0, R3 ;\__ Look only at 'disc' bits. ANDI #$1F, R3 ;/ MVII #$0F, R5 ; 16 directions @@disc_lp CMP@ R4, R3 ; Match? BEQ @@got_disc ; Yes: Send keypress DECR R5 ; No: Try next one BPL @@disc_lp ; ;; ------------------------------------------------------------ ;; ;; If we get here, we don't know *what* we have, so ignore it. ;; ;; ------------------------------------------------------------ ;; @@done: PULR PC ;; ------------------------------------------------------------ ;; ;; Handle keypad dispatch. ;; ;; ------------------------------------------------------------ ;; @@got_key: MVI@ R2, R0 ;\ ANDI #$FF-@@fk, R0 ; | XORI #@@fk, R0 ; |-- set "keypad bit" in flags MVO@ R0, R2 ;/ CLRR R4 ; We want first entry in dispatch table B @@dispatch ;; ------------------------------------------------------------ ;; ;; Handle action-button dispatch. ;; ;; ------------------------------------------------------------ ;; @@got_act: MVII #@@exact_disc,R4;\ PSHR R4 ; | PSHR R0 ; |__ Save some registers so we can PSHR R1 ; | resume w/ decoding DISC inputs PSHR R2 ; | MVII #@@disc_rtn, R0 ; | PSHR R0 ;/ MVI@ R2, R0 ;\ ANDI #$FF-@@fa, R0 ; | XORI #@@fa, R0 ; |-- set "action bit" in flags MVO@ R0, R2 ;/ MVII #1, R4 ; We want first entry in dispatch table B @@dispatch ;; ------------------------------------------------------------ ;; ;; Handle DISC dispatch. ;; ;; ------------------------------------------------------------ ;; @@got_disc: MVI@ R2, R0 ;\ ANDI #$FF - @@fd, R0 ; |__ set "disc bit" in flags XORI #@@fd, R0 ; | MVO@ R0, R2 ;/ MVII #2, R4 ; We want first entry in dispatch table ; B @@dispatch ;; ------------------------------------------------------------ ;; ;; Do the actual dispatch by queuing a task. ;; ;; ------------------------------------------------------------ ;; @@dispatch: SARC R1 ;\ Set bits 8 and 9 according to BC @@d_not_left ; |__ hand controller: XORI #$100, R5 ; | 00 = INTV left 01 = INTV right @@d_not_left ; | 10 = ECS left 11 = ECS right IF DEFINED SCAN_ECS ; | \ ANDI #$80, R1 ; | | (the ECS-specific bits are BNEQ @@d_not_ecs ; | |-- conditionally compiled.) XORI #$200, R5 ; | | @@d_not_ecs ; | / ENDI ;/ MVI SHDISP, R2 ; Look up dispatch table pointer TSTR R2 ; BEQ @@leave ; Leave if null dispatch table ptr. ADDR R4, R2 ; Point to desired dispatch (KEY/ACT/DISC) MVI@ R2, R0 ; Get dispatch pointer TSTR R0 BEQ @@leave ; Leave if no dispatch for this one. MOVR R5, R1 ; Index becomes 'argument' to function PULR R5 JD QTASK ; Return via QTASK. ;; ------------------------------------------------------------ ;; ;; Modified dispatch: Return 0x80 as our index to indicate ;; ;; that an input has been released. We don't return what the ;; ;; released input was other than that it was DISC/ACTION/KEY. ;; ;; ------------------------------------------------------------ ;; @@release: MVI@ R5, R4 ; Get offset into dispatch table PSHR R5 ; save return address PSHR R0 ; save R0 MVII #$80, R5 ; release event = 0x80 (here for intr.) PSHR R1 ; save R1 PSHR R2 ; save R2 MVII #@@rls_rtn, R0 ;\__ after dispatch, go to rls_rtn PSHR R0 ;/ B @@dispatch ; dispatch the event @@disc_rtn: @@rls_rtn: PULR R2 PULR R1 PULR R0 PULR PC ENDP ;; ======================================================================== ;; ;; End of File: scanhand.asm ;; ;; ======================================================================== ;;