Fixed game menu. Fixed jerky mouse movement while scanning keyboard (cause was scanning keyboard right before reading mouse). Menu code tighter.

This commit is contained in:
Mattias Hansson 2026-01-11 21:00:08 +01:00
parent a799d7695c
commit f4bff18f29
3 changed files with 152 additions and 135 deletions

View file

@ -930,7 +930,13 @@ FUNC game_loop
WHILE vic_raster != 250 WHILE vic_raster != 250
WEND WEND
// Check for menu key (Return or Left Arrow) // Read mouse input FIRST (before keyboard scan)
// Per Commodore 1351 manual: keyboard scan lines affect POT registers
// so mouse must be read before keyboard to avoid interference
mouse_read()
pointer_update_mouse(mouse_delta_x, mouse_delta_y)
// Check for menu key (Return or Left Arrow) AFTER mouse
key_scan(menu_key) key_scan(menu_key)
IF menu_key == KEY_RETURN IF menu_key == KEY_RETURN
menu_show(menu_action) menu_show(menu_action)
@ -943,10 +949,6 @@ FUNC game_loop
render_all_piles_initial() render_all_piles_initial()
ENDIF ENDIF
// Read mouse input (Port 1)
mouse_read()
pointer_update_mouse(mouse_delta_x, mouse_delta_y)
// Read joystick input (Port 2) // Read joystick input (Port 2)
joy_read_port2() joy_read_port2()
pointer_update_joystick(joy_state) pointer_update_joystick(joy_state)

View file

@ -149,53 +149,34 @@ FEND
// Render the full menu screen with current settings // Render the full menu screen with current settings
// ============================================================================ // ============================================================================
FUNC menu_render FUNC menu_render
WORD screen_pos
WORD str_ptr
// Clear screen // Clear screen
fill_mem($0400, $0400+999, 32) // 32 = space character fill_mem($0400, $0400+999, 32) // 32 = space character
fill_mem($D800, $D800+999, 14) // Light blue text fill_mem($D800, $D800+999, 14) // Light blue text
// Title (centered at row 2) // Title (centered at row 2)
screen_pos = 2*40+$0400+8 menu_print_string(2*40+$0400+8, @str_title)
POINTER str_ptr -> str_title
menu_print_string(screen_pos, str_ptr)
// Draw mode option (row 6) // Draw mode option (row 6)
screen_pos = 6*40+$0400+4 menu_print_string(6*40+$0400+4, @str_draw_mode)
POINTER str_ptr -> str_draw_mode
menu_print_string(screen_pos, str_ptr)
// Draw mode value and indicators // Draw mode value and indicators
menu_update_draw_mode() menu_update_draw_mode()
// Foundation to Tableau option (row 9) // Foundation to Tableau option (row 9)
screen_pos = 9*40+$0400+4 menu_print_string(9*40+$0400+4, @str_found_to_tab)
POINTER str_ptr -> str_found_to_tab
menu_print_string(screen_pos, str_ptr)
// Foundation to Tableau value // Foundation to Tableau value
menu_update_found_to_tab() menu_update_found_to_tab()
// Instructions for resume/restart (row 14+) // Instructions for resume/restart (row 12+)
screen_pos = 12*40+$0400+4 menu_print_string(12*40+$0400+4, @str_inst_f7)
POINTER str_ptr -> str_inst_f7 menu_print_string(15*40+$0400+4, @str_inst_runstop)
menu_print_string(screen_pos, str_ptr)
screen_pos = 15*40+$0400+4 // Controls info (row 20)
POINTER str_ptr -> str_inst_f8 menu_print_string(20*40+$0400+2, @str_controls)
menu_print_string(screen_pos, str_ptr)
// License (row 23, centered) // License (row 23)
screen_pos = 20*40+$0400+2 menu_print_string(23*40+$0400+1, @str_license)
POINTER str_ptr -> str_controls
menu_print_string(screen_pos, str_ptr)
// License (row 23, centered)
screen_pos = 23*40+$0400+1
POINTER str_ptr -> str_license
menu_print_string(screen_pos, str_ptr)
// Set border color to menu color (purple) // Set border color to menu color (purple)
POKE $d020 , 4 POKE $d020 , 4
@ -280,8 +261,8 @@ FUNC menu_show(out:{BYTE action})
action = MENU_ACTION_RESUME action = MENU_ACTION_RESUME
BREAK BREAK
CASE KEY_F8 CASE KEY_RUNSTOP
// Restart game (SHIFT+F7) // Restart game
action = MENU_ACTION_RESTART action = MENU_ACTION_RESTART
BREAK BREAK
ENDSWITCH ENDSWITCH
@ -364,9 +345,9 @@ ASM
!scr "F7: Resume game", 0 !scr "F7: Resume game", 0
ENDASM ENDASM
LABEL str_inst_f8 LABEL str_inst_runstop
ASM ASM
!scr "F8: Restart game", 0 !scr "Run/Stop: Restart game", 0
ENDASM ENDASM
LABEL str_controls LABEL str_controls

View file

@ -8,10 +8,14 @@ GOTO __skip_lib_keyboard
// KEYBOARD INPUT DRIVER FOR COMMODORE 64 // KEYBOARD INPUT DRIVER FOR COMMODORE 64
// ============================================================================ // ============================================================================
// Direct CIA keyboard matrix reading (no IRQ required) // Direct CIA keyboard matrix reading (no IRQ required)
// Uses non-interfering keyboard scan technique to avoid conflicts with
// joysticks on ports 1 and 2.
// //
// C64 Keyboard Matrix: // Based on code from:
// $DC00 (Port A): Column select (write, active-low) // https://codebase64.c64.org/doku.php?id=base:scanning_the_keyboard_without_joysticks_interfere
// $DC01 (Port B): Row read (read, active-low) //
// This method converts keycodes to row/column values and performs double-check
// scanning to ensure joystick inputs don't interfere with keyboard detection.
// //
// Usage: // Usage:
// #INCLUDE "keyboard.c65" // #INCLUDE "keyboard.c65"
@ -23,11 +27,6 @@ GOTO __skip_lib_keyboard
// CASE KEY_F3 // CASE KEY_F3
// // handle F3 // // handle F3
// ENDSWITCH // ENDSWITCH
//
// // Debouncing: wait for KEY_NONE
// WHILE key != KEY_NONE
// key_scan(key)
// WEND
// ============================================================================ // ============================================================================
// CIA Port addresses // CIA Port addresses
@ -36,118 +35,153 @@ WORD CONST CIA_PORTB = $DC01 // Port B - COLUMN reading (read)
WORD CONST CIA_DDRA = $DC02 // Port A Data Direction Register WORD CONST CIA_DDRA = $DC02 // Port A Data Direction Register
WORD CONST CIA_DDRB = $DC03 // Port B Data Direction Register WORD CONST CIA_DDRB = $DC03 // Port B Data Direction Register
// Key constants // Key constants (returned by key_scan)
BYTE CONST KEY_NONE = 0 BYTE CONST KEY_NONE = 0
BYTE CONST KEY_F1 = 1 BYTE CONST KEY_F1 = 1
BYTE CONST KEY_F3 = 2 BYTE CONST KEY_F3 = 2
BYTE CONST KEY_F7 = 3 BYTE CONST KEY_F7 = 3
BYTE CONST KEY_F8 = 4 // F7 + SHIFT BYTE CONST KEY_RUNSTOP = 4
BYTE CONST KEY_RETURN = 5 BYTE CONST KEY_RETURN = 5
BYTE CONST KEY_LEFT_ARROW = 6
// C64 Keycode constants (for internal use)
// Based on: https://www.c64-wiki.com/wiki/Keyboard
BYTE CONST KEYCODE_RETURN = $01
BYTE CONST KEYCODE_F7F8 = $03
BYTE CONST KEYCODE_F1F2 = $04
BYTE CONST KEYCODE_F3F4 = $05
BYTE CONST KEYCODE_RUNSTOP = $3F
// Row and column lookup tables for keyboard scanning
LABEL key_row_table
ASM
!8 $FE, $FD, $FB, $F7, $EF, $DF, $BF, $7F
ENDASM
LABEL key_column_table
ASM
!8 $01, $02, $04, $08, $10, $20, $40, $80
ENDASM
// Key history for debouncing (one byte per tracked key)
BYTE key_history_f1
BYTE key_history_f3
BYTE key_history_f7
BYTE key_history_return
BYTE key_history_runstop
// ============================================================================
// FUNC key_check_raw
// Low-level keyboard check for a specific keycode
// Uses non-interfering scan method with double-check to avoid joystick conflicts
// Returns: result = 1 if pressed, 0 if not pressed
// This comes from here:
// https://codebase64.c64.org/doku.php?id=base:scanning_the_keyboard_without_joysticks_interfere
// ============================================================================
FUNC key_check_raw({BYTE keycode} io:{BYTE histv} out:{BYTE result})
ASM
lda |keycode|
pha
lsr
lsr
lsr
tay
lda key_row_table,y
sta $dc00
pla
and #$07
tay
lda $dc01
and key_column_table,y
bne _nokey
lda #$ff ; key is checked 2nd time, to be sure
sta $dc00 ; joy #1 and #2 are not interfering
lda $dc01
and key_column_table,y
beq _nokey
cmp |histv| ; history value?
bne _newkey
clc ; case #3, key is held down. keep history & set C=0
bcc _backy
_nokey
asl ; case #1, no keypress, update history value 2x & set C=0
clc
!byte $24 ; BIT zero page - skips next 2-byte instruction
_newkey
sec ; case #2, key pressed&released. update history & set C=1
sta |histv|
_backy
lda #$ff
sta $dc00 ; set default value
lda #$7f
sta $dc01 ; set default value
; Convert carry flag to result: C=1 -> pressed (1), C=0 -> not pressed (0)
lda #0
rol ; shift carry into bit 0
sta |result|
ENDASM
FEND
// ============================================================================ // ============================================================================
// FUNC key_scan // FUNC key_scan
// Scan keyboard and return which key is pressed // Scan keyboard and return which key is pressed
// Returns KEY_* constant (KEY_NONE if no relevant key pressed) // Returns KEY_* constant (KEY_NONE if no relevant key pressed)
// C64 Keyboard Matrix: // Uses non-interfering keyboard scan to avoid joystick conflicts
// - Write to $DC00 (Port A) to select ROW
// - Read from $DC01 (Port B) to detect COLUMN
// ============================================================================ // ============================================================================
FUNC key_scan(out:{BYTE key_pressed}) FUNC key_scan(out:{BYTE key_pressed})
BYTE col_data BYTE check_result
BYTE temp
BYTE shift_held
BYTE saved_ddra
BYTE saved_ddrb
BYTE saved_porta
BYTE row0_data
BYTE row1_data
BYTE row6_data
key_pressed = KEY_NONE key_pressed = KEY_NONE
shift_held = 0
// Save current DDR state
saved_ddra = PEEK CIA_DDRA
saved_ddrb = PEEK CIA_DDRB
saved_porta = PEEK CIA_PORTA
// Set up DDR: Port A = output (rows), Port B = input (columns) // Set up DDR: Port A = output (rows), Port B = input (columns)
POKE CIA_DDRA , $FF ASM
POKE CIA_DDRB , $00 lda #$ff
sta $dc02 // CIA_DDRA
lda #$00
sta $dc03 // CIA_DDRB
ENDASM
// Check F8 FIRST with two-read atomic check // Check F1
// Read 1: Select rows 0+1+6 simultaneously ($BC = 10111100) key_check_raw(KEYCODE_F1F2, key_history_f1, check_result)
POKE CIA_PORTA , $BC IF check_result > 0
BYTE multi_row_data key_pressed = KEY_F1
multi_row_data = PEEK CIA_PORTB
// Read 2: Select ONLY row 0 ($FE = 11111110)
POKE CIA_PORTA , $FE
col_data = PEEK CIA_PORTB
// F8 detection: F7 pressed AND SHIFT pressed
// F7 at Row 0, Col 3 - check in row0 data
temp = col_data & $08
IF temp == 0
// F7 is pressed, now check if real SHIFT is pressed
// Compare multi-row read vs row-0-only read for cols 4 and 7
// If col 4 or 7 was low in multi-row but NOT in row-0-only, it's SHIFT
BYTE shift_cols
shift_cols = multi_row_data & $90 // Cols 4 and 7 in multi-row read
temp = col_data & $90 // Cols 4 and 7 in row 0 only read
// If multi-row has a low bit that row-0-only doesn't, it's from rows 1 or 6 (SHIFT)
IF shift_cols != temp
key_pressed = KEY_F8
ENDIF
ENDIF ENDIF
// If not F8, check other Row 0 keys (col_data already has row 0 from above) // Check F3
IF key_pressed == KEY_NONE IF key_pressed == KEY_NONE
key_check_raw(KEYCODE_F3F4, key_history_f3, check_result)
// Check F1 (Row 0, Column 4) IF check_result > 0
temp = col_data & $10 key_pressed = KEY_F3
IF temp == 0
key_pressed = KEY_F1
ENDIF
// Check F3 (Row 0, Column 5)
IF key_pressed == KEY_NONE
temp = col_data & $20
IF temp == 0
key_pressed = KEY_F3
ENDIF
ENDIF
// Check F7 (Row 0, Column 3)
IF key_pressed == KEY_NONE
temp = col_data & $08
IF temp == 0
key_pressed = KEY_F7
ENDIF
ENDIF
// Check RETURN (Row 0, Column 1)
IF key_pressed == KEY_NONE
temp = col_data & $02
IF temp == 0
key_pressed = KEY_RETURN
ENDIF
ENDIF
// Check Left Arrow (Row 0, Column 7)
IF key_pressed == KEY_NONE
temp = col_data & $80
IF temp == 0
key_pressed = KEY_LEFT_ARROW
ENDIF
ENDIF ENDIF
ENDIF ENDIF
// Always restore saved DDR and port state // Check F7
POKE CIA_PORTA , saved_porta IF key_pressed == KEY_NONE
POKE CIA_DDRA , saved_ddra key_check_raw(KEYCODE_F7F8, key_history_f7, check_result)
POKE CIA_DDRB , saved_ddrb IF check_result > 0
key_pressed = KEY_F7
ENDIF
ENDIF
// Check RUN/STOP
IF key_pressed == KEY_NONE
key_check_raw(KEYCODE_RUNSTOP, key_history_runstop, check_result)
IF check_result > 0
key_pressed = KEY_RUNSTOP
ENDIF
ENDIF
// Check RETURN
IF key_pressed == KEY_NONE
key_check_raw(KEYCODE_RETURN, key_history_return, check_result)
IF check_result > 0
key_pressed = KEY_RETURN
ENDIF
ENDIF
FEND FEND