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The Keypad


Jaynz

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One of the little things I wanted to play with was a 'keypad menu' for a remake of a certain game... (don't want to say what it is because I STILL don't know how soon I can get to it, sadly.) So obvious question, being obvious, does anyone have a nice code-sample for getting the input information from the numeric keypad on port two?

 

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Some info too from the included README.DOC file:

 

NOTES ON LIGHT GUN CODE:

 

I wrote a dummy light gun subroutine in the source file \C\BM\BDF.S.

It is named "DOGUN", and 512 bytes are available for it. If the player selects

"gun" instead of "stick", this subroutine is called during every vertical

blanking period while a game board is active. If there is no firing, it

should return zero, and non-zero if the gun has been fired. On firing, x and y

positions should be written to the variables "movx+N_CURSOR" and

"movy+N_CURSOR", with a fudge factor of 5 units subtracted from each to center

the graphic "splotch". The routine should test the bit "S_STOPPED" in the byte

"movsta+N_CURSOR" before allowing a fire. If this bit is high, it means that

the fire sequence is still running, and subsequent firing should be prevented

until this bit clears. Samples of all of this are working and commented in

the dummy routine.

 

To modify and test this routine, run the batch file "\C\BM\MF.BAT",

return to the directory "\C" and run "DOWNLOAD.BAT".

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