hgskiing_fully_ldirs_run.skool: Routine at 28234
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28234: READ_KEYBOARD Keyboard detection routine. Also does other things BEFORE looking at the keyboard. Uses documented QZIP keys. Also allows Interface 2 1234 and 6789 keys to be used instead (undocumented). And allows S key to pause, any bottom row key resumes (also undocumented). Also checks H and G keys – if both are pressed, restarts the game by setting 24249 Uses variable at 24248 and DEMO_OR_GAME_MODE variable at 24249 INPUT: no parameters OUTPUT: B = ONE and only ONE of 0 (UP), 1 (RIGHT), 2 (DOWN), 3 (LEFT) on RETurn Game variables changed: 24262 – these probably all relate to the location of Horace 24261 24260 24220 24249 DEMO_OR_GAME_MODE CALLS: 28077 Call DO_SOME_ATTRIBUTE_WORK Game variables read but not changed 24248 only BITs 210 used ?
28234 LD BC,1271 B = 4, C = 247 – C used for keyboard check later
28237 LD DE,24248 Check 24248
28240 LD A,(DE) A = (24248)
28241 AND A Test if any bits are set, result in A
28242 JR Z,28335 If 24248 is zero, A AND A is 0, then jump to 28335 (CHECK_PAUSE_ACTIVATE)
28244 BIT 0,A 24248 is not zero, at least one bit was set in 24248, so check BIT 0
28246 JR NZ,28256 If BIT 0 of 24248 is 1, jump to 28256
28248 CP 2 BIT 0 is zero, so check if BIT 1 is set (only BIT 1)
28250 JR Z,28297 If 24248 = 2 (10 binary), then jump to 28297
28252 LD B,0 If A (24248)!= 2 set B = 0
28254 JR 28299 Jump to 28299
28256 CP 5 BIT 0 of 24248 is 1 if we are here, is A = 5?
28258 JR Z,28285 If A (24248) = 5 BIN 00000101 then jump to 28285
28260 LD HL,24262 HL = 24262
28263 LD A,(HL) A = (HL)
28264 AND A A AND A
28265 JR NZ,28269 If A AND A is non-zero (any of the bits set), jump to 28269
28267 LD (HL),20 24262 is 0, so set 24262 = 20
28269 DEC (HL) (HL)–
28270 LD A,(24261) A = (24261)
28273 JR NZ,28279 If (24261) is non-zero, go to 28279
28275 XOR 3 A is 0, so 00 XOR 11 is 11 (3 decimal)
28277 OR 1 A = 3 (11 binary), so 11 OR 01 is 11
28279 LD B,A B = A = 3 (11)
28280 LD (24261),A Set 24261 = A = 3 or non-zero original value of 24261 from 28270
28283 JR 28299 Jump to 28299
28285 CALL 28077 A was 5 from 28258, so now DO_SOME_ATTRIBUTE_WORK
28288 AND 3 Only want bits 10 of A, discard the rest
28290 BIT 0,A Test only BIT 0
28292 JR Z,28318 Jump to READ_KEYBOARD if BIT 0 of A is ZERO
28294 LD B,A If BIT 0 of A is 1, set B = A
28295 JR 28299 Jump to 28299
28297 LD B,2 24248 = A = 2, jump here from 28250
28299 LD HL,24260 24248 != 2, B already set to 0
28302 DEC (HL) 24260–
28303 JR NZ,28318 If A != 0, jump to 28318
28305 LD (HL),90
28307 LD A,(DE) A = 24248 (again)
28308 INC A A = A + 1
28309 CP 5 Subtract 5 from A to compare
28311 LD (DE),A 24248 = A + 1
28312 JR C,28318 If A > 5 then jump to 28318
28314 XOR A A <= 5, so set A = 0
28315 LD (24220),A Set 24220 = 0
28318 XOR A READ_KEYBOARD A !=0 if came from 28303, so set A = 0
28319 IN A,(254)
28321 AND 31 Use only 5 rightmost bits
28323 CP 31 If all 5 43210 bits are 1 then no key pressed
28325 RET Z If no key pressed then return
28326 XOR A A = 0
28327 LD (24220),A Set 24220 to be zero
28330 INC A A = 1
28331 LD (24249),A Set DEMO_OR_GAME_MODE to be 1 (GAME)
28334 RET And return (GAME must have started?)
28335 LD A,253 CHECK_PAUSE_ACTIVATE 24248 was zero, so jumped here
28337 IN A,(254) Read keyboard A – G half-row
28339 AND 2 Use only S key (BIT 1)
28341 JR NZ,28363 If S key is pressed, BIT 1 is zero, so AND 2 is non-zero, so go to 28363
28343 LD A,127 S_KEY_PRESSED Bottom right half-row B to SPACE
28345 IN A,(254)
28347 AND 31 Discard bits 765 as meaningless. Use only bits 43210
28349 CP 31 If all bits 43210 are 1 = 31, and no key pressed.
28351 JR NZ,28363 If zero, all bits 1. Otherwise at least one key was pressed, so jump to CHECK_H_KEY
28353 LD A,254 Bottom left half-row CAPS SHIFT to V
28355 IN A,(254)
28357 AND 31 Discard bits 765 as meaningless
28359 CP 31 If all bits 43210 are 1, no key pressed
28361 JR Z,28343 LOOP_PAUSE If no key pressed, jump back to S_KEY_PRESSED – 28343 – no bottom row key pressed
28363 LD A,191 CHECK_H_KEY This is H to ENTER half-row
28365 IN A,(254)
28367 AND 16 Check only bit 4 which is H key
28369 JR NZ,28383 If H is pressed, bit 4 is ZERO, AND 16 is ZERO – jump to CHECK_MOVEMENT_KEYS
28371 LD A,253 CHECK_G_KEY H key has been pressed
28373 IN A,(254) Read keyboard A – G half-row
28375 AND 16 Check only bit 4 which is G key
28377 JR NZ,28383 If G is pressed, bit 4 is ZERO, AND 16 is ZERO – jump to CHECK_MOVEMENT_KEYS
28379 INC A A is zero if 28377 did not jump, so set A = 1
28380 LD (24249),A DEMO_OR_GAME_MODE set to GAME Mode = 1 which starts a new game
28383 LD DE,57327 CHECK_MOVEMENT_KEYS D = 223, E = 239
28386 LD A,D CHECK_RIGHT_KEYS Y to P half-row of keyboard
28387 IN A,(254)
28389 BIT 0,A Check P key
28391 JR Z,28407 If BIT 0 is ZERO, P was pressed, then jump to 28407
28393 LD A,E Top right half-row 6 to 0
28394 IN A,(254)
28396 BIT 3,A Check 7 key
28398 JR Z,28407 If BIT 3 is ZERO, 7 was pressed, then jump to 28407
28400 LD A,C C = 247
28401 IN A,(254) Read from top right half-row 1 to 5 keys
28403 BIT 1,A Check 2 key (BIT 1)
28405 JR NZ,28409 If 2 key was pressed, BIT 1 is ZERO, jump to 28409
28407 LD B,1 GO_RIGHT_KEY_PRESSED One of the “Go right” keys was pressed (P,7,2) – set B = 1
28409 LD A,C CHECK_LEFT_KEYS C = 247 from first LD BC at 28234
28410 IN A,(254) Read from top right half-row 1 to 5 keys
28412 BIT 0,A BIT 0 is 1 key
28414 JR Z,28430 If 1 key is pressed, BIT 0 is 0, jump to GO_LEFT_KEY_PRESSED
28416 LD A,D D = 223 from 28383 which is executed in all cases
28417 IN A,(254) 223 represents Y to P keys
28419 BIT 2,A BIT 2 is the I key
28421 JR Z,28430 Bit 2 will be 0 if I key is pressed, so jump to GO_LEFT_KEY_PRESSED
28423 LD A,E E = 239 from 28383
28424 IN A,(254) 239 represents 6 to 0 keys
28426 BIT 4,A BIT 4 is the innermost (leftmost) key, which is 6 key
28428 JR NZ,28432 If it is pressed, it will be zero, so do not jump and enter GO_LEFT_KEY_PRESSED
28430 LD B,3 GO_LEFT_KEY_PRESSED – set B = 3
28432 LD A,E CHECK_UP_KEYS E = 239 from 28383
28433 IN A,(254) Checking 6 to 0 half row of keys
28435 BIT 1,A BIT 1 is 9 key
28437 JR Z,28454 If 9 key is pressed, BIT 1 will be zero, so jump to UP_KEY_PRESSED
28439 LD A,251 Checking 1 to 5 half row of keys
28441 IN A,(254)
28443 BIT 0,A BIT 0 is outermost key which is Q
28445 JR Z,28454 If Q key is pressed, BIT 0 will be zero, so jump to UP_KEY_PRESSED
28447 LD A,C C = 247 from first LD BC at 28234
28448 IN A,(254) Checking 1 to 5 half row of keys
28450 BIT 3,A BIT 3 is 4 key
28452 JR NZ,28456 If it is pressed, it will be zero, so do not jump and execute next line
28454 LD B,0 UP_KEY_PRESSED
28456 LD A,C CHECK_DOWN_KEYS C = 247 from first LD BC at 28234
28457 IN A,(254) Checking 1 to 5 half row of keys
28459 BIT 2,A BIT 2 is 3 key
28461 JR Z,28477 If 3 key is pressed, BIT 2 will be zero, so jump to DOWN_KEY_PRESSED
28463 LD A,254 CAPS SHIFT to V half-row of keys
28465 IN A,(254)
28467 BIT 1,A Check BIT 1 which is Z key
28469 JR Z,28477 If Z is pressed, A will be 0, so jump to DOWN_KEY_PRESSED
28471 LD A,E E = 239 from 28383
28472 IN A,(254) Check 6 to 0 keys
28474 BIT 2,A BIT 2 is 8 key
28476 RET NZ If BIT is NOT zero, then return without signalling down key.
28477 LD B,2 DOWN_KEY_PRESSED
28479 RET B = ONE and only ONE of 0 (UP), 1 (RIGHT), 2 (DOWN), 3 (LEFT) on RETurn
END READ_KEYBOARD
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