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Forums > C64 Coding > How to properly setup $fffe interrupt ?
2006-02-23 21:00
PopMilo

Registered: Mar 2004
Posts: 146
How to properly setup $fffe interrupt ?

Good day to you all, I have a bit of a problem so... :

I found some old code of mine on an old tape and transfered it to PC and want to compile it using tass and try it on CCS64 or VICE. Im sure code worked 15 years ago, but now... :)

So why this happens...

"sei
...
lda #<irqsr
ldx #>irqsr
sta $fffe
stx $ffff
...

cli"

I watched this code in VICEs debbuger and imidiatelly when sta $fffe is done there is NO change in $fffe ?
same with $ffff
So when cli goes, my prg just goes to $ff48 and my interupt routine is never executed...?

So I would be very gratefull if someone can write just some small piece of code that makes my routine go off in regular timed intervals (5-20 times a second...).

I read some other posts but cant get it to work...
thanks...
2006-02-23 21:04
Radiant

Registered: Sep 2004
Posts: 639
You need to swap out KERNAL by poking the appropriate value to $01 first. See Mapping the C64 or so.
2006-02-23 21:04
Wanderer
Account closed

Registered: Apr 2003
Posts: 478
SEI
LDA #$35
STA $01
etc.

If you plan to use Kernal routines, remember to copy $E000-$FFFF) into itself so that when you switch it out, you don't crash.
2006-02-23 21:46
PopMilo

Registered: Mar 2004
Posts: 146
Tryed that out... still something is wrong. Must be something in the rest of code...
I dont need kernel. Just VIC in bank 0, turn off basic and kernel, dont even need charset, got my own.

Code is 18Kb so I need time to look it up.

If you could supply just that: How to set up timed interrupt every now and then :), what to put in $01, $dc0d, $dd0d, $dc00 ? ...

p.s. This game is something you have never seen on C64 :) I got to fix it...
2006-02-23 22:40
Radiant

Registered: Sep 2004
Posts: 639
When using $fffe interrupts, you also have to preserve the registers yourself. So, do pha txa pha tya pha at the beginning of your interrupt routine, and you should be set.
2006-02-23 22:49
Scout

Registered: Dec 2002
Posts: 1570
Here you go:

*=$0810

sei
lda #<irq
ldy #>irq
sta $fffe
sty $ffff

lda #<brkirq
ldy #>brkirq
sta $fffa
sty $fffb

lda #$7f
sta $dc0d
sta $dd0d

lda #$00
sta $d012

lda #$1b
sta $d011

lda #$01
sta $d019
sta $d01a
lda #$35
sta $1
cli

jmp *
irq:

pha
txa
pha
tya
pha

inc $d020

asl $d019

pla
tay
pla
tax
pla
brkirq:
rti

2006-02-23 23:18
PopMilo

Registered: Mar 2004
Posts: 146
YES!!! After three evenings starring in code finally got it!!!

Am little puzzled, what was wrong at first place but who cares it works!

Your code did it (and the fact that I realised what the main loop was acctually doing ... it was written 14 years ago)

Thank you guys...
p.s. will upload code for all of you to admire when the graphics is done (Its a game but I salvaged only code, and the graphics file is gone so have to do some drawing (4 sprites and 5 chars :)and then youll see what was all about)
2006-02-24 08:21
Scout

Registered: Dec 2002
Posts: 1570
Quote: YES!!! After three evenings starring in code finally got it!!!

Am little puzzled, what was wrong at first place but who cares it works!

Your code did it (and the fact that I realised what the main loop was acctually doing ... it was written 14 years ago)

Thank you guys...
p.s. will upload code for all of you to admire when the graphics is done (Its a game but I salvaged only code, and the graphics file is gone so have to do some drawing (4 sprites and 5 chars :)and then youll see what was all about)


Yay!

But that's what we're here for, right?

---
-= Silicon Ltd. =-
http://forum.siliconlimited.com

Commodore 64 Scenemusic Podcast
http://8bitmayhem.blogspot.com/
2006-02-24 09:47
TDJ

Registered: Dec 2001
Posts: 1879
I think that HEMA should first-release this game
2006-02-24 11:49
Graham
Account closed

Registered: Dec 2002
Posts: 990
The code lacks an LDA $DC0D and LDA $DD0D to clear the timer irq flags. You might encounter occassional crashes due to that.
2006-02-24 12:06
PopMilo

Registered: Mar 2004
Posts: 146
I did used

bit $dcod
bit $ddod

in previous attempts. No noticable difference though...
2006-02-24 12:59
Krill

Registered: Apr 2002
Posts: 2980
Just wait 1 frame in the sei block and see how your IRQ gets triggered immediately after the cli. Clearing the timer flags IS needed.
2006-02-24 15:06
PopMilo

Registered: Mar 2004
Posts: 146
I read info on those memory locations, and its all there. Just cant see what was wrong in the first place. Must be kind of mistake that sits there infront of your eyes and you are just blind to see it...

I knew this when I was younger :(
Am out of shape... But am just going into it again! :)
2006-02-24 15:35
TDJ

Registered: Dec 2001
Posts: 1879
Quote: I read info on those memory locations, and its all there. Just cant see what was wrong in the first place. Must be kind of mistake that sits there infront of your eyes and you are just blind to see it...

I knew this when I was younger :(
Am out of shape... But am just going into it again! :)


Heh, I remember when I started playing football again after 9 years .. "I used to be much better at this but I guess it will come back".

Guess what? Never happened .. ;)

(on the other hand, when I returned to coding in 2000, I actually found out after a while that I had improved - ofcourse being a professional developer has something to do with that)

(and yes, this means that I was an even worse coder before than I am right now)

(I should really stop talking like this)
2006-02-24 18:58
V-12

Registered: Nov 2003
Posts: 206
you don't need to set $fffa/b :)
2006-02-24 23:03
PopMilo

Registered: Mar 2004
Posts: 146
@Murdock
Its just one of those "just to be sure ..." situations :)

Its all done now, interrupts work the rest of game is the problem... But Ill never get better if I dont try hard first. :)

@The Dark Judge:
Well I think I am more experienced coder now then before, but in wrong things :) (book keeping apps and stuff like that ... AND ALL I WANTED TO DO WHEN I WAS YOUNG WAS CODE GRAPHIC EFFECTS AND GAMES !!! :)

Life...
2006-02-25 00:02
Stryyker

Registered: Dec 2001
Posts: 468
Quote: you don't need to set $fffa/b :)

As long as no one presses restore (and you haven't triggered the CIA 2 timer then not read $DD0D).
2006-02-25 15:16
PopMilo

Registered: Mar 2004
Posts: 146
Restore was the reason why I used it...
2006-02-25 18:21
Oswald

Registered: Apr 2002
Posts: 5094
learn one lesson

its called _K_E_R_N_*A*_L

not kernel
2006-02-25 19:10
PopMilo

Registered: Mar 2004
Posts: 146
"According to early Commodore 'myth' and reported by writer/programmer Jim Butterfield among others, the word KERNAL is an acronym (or maybe more likely, a backronym) standing for Keyboard Entry Read, Network, And Link, which in fact makes good sense considering its role. There's also, however, a theory that the word originated as a misspelling of the word "kernel"[1] by some unknown Commodore employee. Misspelling or not, Berkeley Softworks later used it when naming the core routines of its GUI OS for 8-bit home computers: the GEOS KERNAL..."

Ok. Lesson learned. :)
2006-02-25 19:14
yago

Registered: May 2002
Posts: 333
Here is Scouts IRQ-Setup with symbolic names, and acknowledge of unwanted CIA-Irqs.
The acknowledging is really necessary, otherwise Murphys Law will hit you when you show it!

How doke() works and the values for the symbolic names should be clear when looking at the previous Code.

#include <kernel/c64.inc>
#include <macros/util.mac>

.org $0810 

sei

doke(irq_vec,irq)
doke(brk_vec,brk)

lda#%01111111
sta cia1.icr
sta cia2.icr
lda cia1.icr
lda cia2.icr

lda#0
sta vic.raster

lda#$1b
sta vic.cr1

lda#1
sta vic.irq
sta vic.irqmask

lda#pla.RAMIO
sta pla.dr

cli
jmp *

.scope irq {
  pha txa pha pya pha

;actual routines come here
  inc vic.border

  asl vic.irq
  pla tay pla tax pla
  rti
}

.scope brkirq {
  rti
}


Possible Enhancements: Debug-Code for brk_irq (should never be called!) and checking if VIC-Irq is really responsible for the Irq.
Its also nice to setup the NMI, either as "will even not trigger when Restore is hit" or as another useful Timer.
2006-02-26 14:33
Krill

Registered: Apr 2002
Posts: 2980
Quote: learn one lesson

its called _K_E_R_N_*A*_L

not kernel


The KERNAL is the C64's KERNEL.
A KERNEL is not necessarily the C64's KERNAL.
So using both is correct for C64 people.
2006-02-26 15:12
Graham
Account closed

Registered: Dec 2002
Posts: 990
Actually I have never seen people calling the KERNAL a kernel until these days :)
2006-02-26 18:32
Radiant

Registered: Sep 2004
Posts: 639
Well, by any CS definition, it is an operating system kernel. So I don't see why it would be wrong to call it as such. It's a kernel, named KERNAL. :-)
2006-02-26 19:29
Oswald

Registered: Apr 2002
Posts: 5094
kernAl is the OS itself.

kernel is a system core.

there's some difference ehm ?

check any programming guide, and C= docs, its called kernal, period.
2006-02-26 19:35
Oswald

Registered: Apr 2002
Posts: 5094

sei
lda #$7f
sta $dc0d ;turn off timer irq
lda #$01
sta $d01a ;request raster irq from vic
lda #raster
sta $d012 ;raster position low
lda #rasterhi&$1b
sta $d011 ;raster position hi&char mode
lda #<irq
sta $fffe ;irq routine addy low byte
lda #>irq
sta $ffff ;irq routine addy high byte
lda $dc0d ;ack any pending timer irq
lda $dd0d ;at cia #2 too
lda #$35
sta $01 ;turn off kern_A_l
cli

jmp *

irq pha
txa
pha
tya
pha

lsr $d019

;do stuff

pla
tay
pla
tax
pla
rti



done.
2006-02-26 22:15
PopMilo

Registered: Mar 2004
Posts: 146
OK guys, you have been extremely helpfull, and my prog is now fully functional except it doesnt work just the way it should :)

Interrupts are working great, graphics is ok, I just have some logical mistakes in my code that need to be fixed...

Thanks!
2006-02-27 05:04
Krill

Registered: Apr 2002
Posts: 2980
Quote: kernAl is the OS itself.

kernel is a system core.

there's some difference ehm ?

check any programming guide, and C= docs, its called kernal, period.


IMHO, a modern KERNEL does everything what the C64's KERNAL does, and more. And calling the KERNAL the C64's system core (KERNEL) is appropriate since there's also the BASIC interpreter and user front-end running on top of it.
2006-02-27 07:20
Monte Carlos

Registered: Jun 2004
Posts: 359
This initialisation all lack an lsr $d019 just before the cli.
If you acknowledge any timer irq you have to do it for raster irq, too. You don't know in which rasterline your irq-init routine is executed. In the worst, but most unlikely case you get an irq request just before setting up the new irq.
After the cli the first raster-irq immediately starts in any rasterline which is not good, when using some vic trickery.

Monte
2006-02-27 17:29
Oswald

Registered: Apr 2002
Posts: 5094
monte, good point
2006-02-28 08:32
PopMilo

Registered: Mar 2004
Posts: 146
Quote: I think that HEMA should first-release this game

Why HEMA ? What is HEMA ? :(
Is it demo group ?
is it a joke :) No offence intended... :)

p.s. Monte thanks...
2006-02-28 08:55
TDJ

Registered: Dec 2001
Posts: 1879
Quote: Why HEMA ? What is HEMA ? :(
Is it demo group ?
is it a joke :) No offence intended... :)

p.s. Monte thanks...


Hema is the #1 crack/release group these days. Groups like Onslaught & Triad have nothing on them!
2006-03-01 12:55
PopMilo

Registered: Mar 2004
Posts: 146
Ok :)
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