Jaynz Posted May 1, 2014 Share Posted May 1, 2014 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? Quote Link to comment Share on other sites More sharing options...
CPUWIZ Posted May 1, 2014 Share Posted May 1, 2014 Surely you should be able to find this in the various 2600 programming sections somewhere. I am personally interested in light gun example code. Quote Link to comment Share on other sites More sharing options...
Jinks Posted May 1, 2014 Share Posted May 1, 2014 Is there light gun code in the crossbow source thread? http://atariage.com/forums/topic/121009-crossbow-sources/ Quote Link to comment Share on other sites More sharing options...
Jinks Posted May 1, 2014 Share Posted May 1, 2014 Is there light gun code in the crossbow source thread? http://atariage.com/forums/topic/121009-crossbow-sources/ Apparently Dan Boris knows has 7800 crossbow programmers phone number.. Quote Link to comment Share on other sites More sharing options...
CPUWIZ Posted May 1, 2014 Share Posted May 1, 2014 Is there light gun code in the crossbow source thread? http://atariage.com/forums/topic/121009-crossbow-sources/ There is indeed, thanks, it's in GUNXBOW.S. Quote Link to comment Share on other sites More sharing options...
Trebor Posted May 2, 2014 Share Posted May 2, 2014 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". Quote Link to comment Share on other sites More sharing options...
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