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Forums > C64 Coding > Scan the keyboard
2006-07-25 15:03
stunt
Account closed

Registered: Jul 2006
Posts: 48
Scan the keyboard

Guys,

Right now i'm still using kernal routine $ffe4 to scan the keyboard, but ofcourse I'd rather avoid using kernal routines. So Scout suggested me inastead to scan the keyboard matrix ($dc00 and $dc01) directly.

Now i have:
keyscanloop
      lda $dc00 ; row
      and #%00100000
      bne continu
      lda $dc01 ; collumn
      and #%00000001
      bne continu
      jmp keyispressed
continu 
      jmp keyscanloop
keyispressed 
      ...


But this doesnt seem to be working.
What am i doin wrong?

Stunt
 
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2006-07-25 17:11
stunt
Account closed

Registered: Jul 2006
Posts: 48
What about scanning for both left and right shift?
U experts tell me what is the fastest option?
Maybe the fastest option is not to use shift/key combinations at all?

The thing is that i have to be careful, i have so many things to do per frame and yet so little rastertime:

Lots of sidparamters are updated realtime (at least 4 times per frame but if possible some parameters have to be updated like 8 or more times per frame), midi implementation still has to fit in (but i will probably rely on hardware a lot for the midipart) and also more than 1 sidchips are going to be adressed and updated in the future (right now pimping c64 by adding extrasidchip for 3+ voice polyphony) so i have to be very efficient with time.
2006-07-25 17:15
enthusi

Registered: May 2004
Posts: 675
$028d is set (only) by kernal. Actually by the very same code more or less you want to avoid. And since Im in destructive mode I deliver no solution ;)
But no magic needed. Same concept. Only some combinations are tough or if you want to check shift OR shift-lock. A mere 2-keys at once can be sone the same way as you do it now. Just AND the values or check this forum in coding. I recall at least one thread about detecting 3 keys etc...
good luck
2006-07-25 17:15
tlr

Registered: Sep 2003
Posts: 1724
How about this?

scan:
        lda     #$ff
        sta     $dc02
        lda     #$00
        sta     $dc03

        ldy     #0
        lda     #$fe
sc_lp1:
        pha
        sta     $dc00
        lda     $dc01
        sta     tab,y
        iny
        pla
        sec
        rol
        bcs     sc_lp1
        sta     $dc00   ; =$ff
        rts
tab:
        ds.b    8

It will test each row, and store the result in tab.
Now you will have one '0' bit for each key in tab (row 0 -> 7).
Due to how the matrix works, not all combinations of keys can be detected properly.

Complete scanner program for the C64 (and DTV):
http://www.kahlin.net/daniel/dtv/keyjoy.php
2006-07-25 17:28
Soren

Registered: Dec 2001
Posts: 547
using tables is a good idea. There must be several ways to do
that, depending on your needs.

But just thought about the F8-thing.. you could do a check for right shift+f7
and a check for left shift+f7....
just to be sure.

;)
2006-07-25 17:30
enthusi

Registered: May 2004
Posts: 675
and if you need a table, dont generate it :)
copy it:
http://www.tkk.fi/Misc/cbm/docs/c64-diss.html#EB79
2006-07-25 18:32
stunt
Account closed

Registered: Jul 2006
Posts: 48
Quote: and if you need a table, dont generate it :)
copy it:
http://www.tkk.fi/Misc/cbm/docs/c64-diss.html#EB79


Hey guys all this help is great.

I wish one of you coders would show the same dedication to the question that is formulated in the last post of in my other recent thread here about modulation: --> How to players and trackers usually deal with these modulation issues? --> Bit-scaling? (sid related, but not nescesarily, not a question related to the battlestar galactica music btw;-)

(scroll down to the last post)

Stunt
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