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Programming:Keyboard scanning

3,708 bytes added, 17 April
/* Hardware scancodes */
== Hardware scancode scancodes ==Joy1 fire3 and Joy2 fire3 only work on Amstrad CPC, not on Amstrad Plus. === English table ===
{|{{Prettytable|width: 700px; font-size: 2em;}}
|'''Bit:<br>Line''' || '''7''' || '''6''' || '''5''' || '''4''' || '''3''' || '''2''' || '''1''' || '''0'''
|'''&41''' || F0 || F2 || F1 || F5 || F8 || F7 || COPY || CURLEFT
|-
|'''&42''' || CONTROL || \ ` || SHIFT || F4 || ] } || RETURN || [ { || CLR
|-
|'''&43''' || . > || / ? || : * || ; + || P || @ ¦ || - = || ^£
|-
|'''&44''' || , < || M || K || L || I || O || 9 ) || 0_
|-
|'''&45''' || SPACE || N || J || H || Y || U || 7 ' || 8(
|-
|'''&46''' || V || B (Joy2 fire3) || F (Joy2 fire2) || G (Joy2 firefire1) || T (Joy2 right) || R (Joy2 left) || 5 % (Joy2 down)|| 6 & (Joy 2 Joy2 up)
|-
|'''&47''' || X || C || D || S || W || E || 3 # || 4$
|-
|'''&48''' || Z || CAPSLOCK || A || TAB || Q || ESC || 2 " || 1!
|-
|'''&49''' || DEL || - Joy1 fire3 || - Joy1 fire2 ||Joy1 Firefire1||Joy1 right||Joy1 left||Joy1 down||Joy1 up
|}
=== Danish table ===
{|{{Prettytable|width: 700px; font-size: 2em;}}
|'''Bit:<br>Line''' || '''7''' || '''6''' || '''5''' || '''4''' || '''3''' || '''2''' || '''1''' || '''0'''
|-
|'''&40''' || F Dot || ENTER || F3 || F6 || F9 || CURDOWN || CURRIGHT || CURUP
|-
|'''&41''' || F0 || F2 || F1 || F5 || F8 || F7 || COPY || CURLEFT
|-
|'''&42''' || CONTROL || ; + || SHIFT || F4 || : * || RETURN || @ \ || CLR
|-
|'''&43''' || . > || / ? || Æ || Ø || P || Å || - = || ^ £
|-
|'''&44''' || , < || M || K || L || I || O || 9 ) || 0 _
|-
|'''&45''' || SPACE || N || J || H || Y || U || 7 ' || 8 (
|-
|'''&46''' || V || B (Joy2 fire3) || F (Joy2 fire2) || G (Joy2 fire1) || T (Joy2 right) || R (Joy2 left) || 5 % (Joy2 down)|| 6 & (Joy2 up)
|-
|'''&47''' || X || C || D || S || W || E || 3 # || 4 $
|-
|'''&48''' || Z || CAPSLOCK || A || TAB || Q || ESC || 2 " || 1 !
|-
|'''&49''' || DEL || Joy1 fire3 || Joy1 fire2 ||Joy1 fire1||Joy1 right||Joy1 left||Joy1 down||Joy1 up
|}
== Developing programs that use joystick =Spanish table ==={|{{Prettytable|width: 700px; font-size: 2em;}}|'''Bit:<br>Line''' || '''7''' || '''6''' || '''5''' || '''4''' || '''3''' || '''2''' || '''1''' || '''0'''|-|'''&40''' || F Dot || INTRO || F3 || F6 || F9 || CURDOWN || CURRIGHT || CURUP|-|'''&41''' || F0 || F2 || F1 || F5 || F8 || F7 || COPIA || CURLEFT|-|'''&42''' || CONTROL || \ ` || MAYS || F4 || ] + || RETURN || [ * || CLR|-|'''&43''' || . > || / ? || Ñ || ; : || P || @ ¦ || - = || ^ ₧|-|'''&44''' || , < || M || K || L || I || O || 9 ) || 0 _|-|'''&45''' || SPACE || N || J || H || Y || U || 7 ' || 8 (|-|'''&46''' || V || B (Joy2 fire3) || F (Joy2 fire2) || G (Joy2 fire1) || T (Joy2 right) || R (Joy2 left) || 5 % (Joy2 down)|| 6 & (Joy2 up)|-|'''&47''' || X || C || D || S || W || E || 3 # || 4 $|-|'''&48''' || Z || FIJA MAYS || A || TAB || Q || ESC || 2 " || 1 !|-|'''&49''' || BORR || Joy1 fire3 || Joy1 fire2 ||Joy1 fire1||Joy1 right||Joy1 left||Joy1 down||Joy1 up|}
In the CPC world it is more common that a game supports both keyboard and digital joystick for those users who don=== French table ==={|{{Prettytable|width: 700px; font-size: 2em;}}|'''Bit:<br>Line''' || '''7''' || '''6''' || '''5''' || '''4''' || '''3''' || '''2''' || '''1''' || '''0'''t own joysticks.In addition, it is also nice if the keys could be redefined but that is not necessary|-|'''&40''' || F Dot || ENTER || F3 || F6 || F9 || CURDOWN || CURRIGHT || CURUP|-|'''&41''' || F0 || F2 || F1 || F5 || F8 || F7 || COPY || CURLEFT|-|'''&42''' || CONTROL || $ @\ || SHIFT || F4 || # > || RETURN || * < || CLR|-|'''&43''' || : / || = + || M || ù % || P || ^ ¦ || ) [ || - _|-|'''&44''' || ; .|| , ? || K || L || I || O || ç 9 || à 0|-|'''&45''' || SPACE || N || J || H || Y || U || è 7 || ! 8|-|'''&46''' || V || B (Joy2 fire3) || F (Joy2 fire2) || G (Joy2 fire1) || T (Joy2 right) || R (Joy2 left) || ( 5 (Joy2 down)|| ] 6 (Joy2 up)|-|'''&47''' || X || C || D || S || Z || E || " 3 || ' 4|-|'''&48''' || W || CAPSLOCK || Q || TAB || A || ESC || é 2 || & 1|-|'''&49''' || DEL || Joy1 fire3 || Joy1 fire2 ||Joy1 fire1||Joy1 right||Joy1 left||Joy1 down||Joy1 up|}
There are some common keyboard configurations used:== Computing key code ==
* '''Cursor keys & SPACE''' - This configuration is often used and is great for System key codes (codes that are writted on the CPC6128 and Plus and playing using emulators. This is '''not''' good for CPC 464 and top of the disc drive on 664 /6128 or in the CPC user manual) can be computed with the formula : (which have uncomfortably arranged cursor keysLine*8)+bit
* '''Q,AExample : for key SHIFT ,OLine = 2 ,P,SPACE''' - bit = 5 so (Q up, A down, O left, P right, SPACE fire2*8) +5 = 21 == Keyboard clash == This is the name of the phenomenon when a good solution, and it's a sort "ghost" or "phantom" key is generated when you press some combinations of standard (used by many games)keys. It is best for english QWERTY keyboards, on french AZERTY itcaused by the design of the keyboard hardware. It has been tested and confirmed that keyboard clash doesn'd be A-t occur on an English CPC664 keyboard. For example, pressing Q-O-,A,P (but because will also generate :. The ':' key is the decoding of the keys "ghost" key. The problem is done much bigger in software, normally 2 player games. It is possible to avoid or minimize the problem by carefully choosing the OS, controls. The problem also occurs when using digital joysticks because these are part of the bits keyboard matrix. If you visualize a rectangle in the keyboard matrix above, where 3 of the corners are actually 3 keys you have pressed. Then the same)key in the fourth corner will also be pressed this is the "ghost" key. On Plus it is possible to avoid it mostly by having one player on analogue joystick and the other on keyboard/digital joystick.
== One line scanning routine ==
'''Destroyed:''' BC
<pre>LD A,kbdline ; from 0 &40 to 9 &49 with bdir/bc1=01LD D,0
LD BC,#F782 ; PPI port A out /C out
OUT (C),C
LD BC,#F40E ; Select Ay reg 14 on ppi port A
OUT (C),C
LD BC,#F6CO F6C0 ; This value is an AY index (R14)
OUT (C),C
OUT (C),0 D ; Validate!!out (c),0
LD BC,#F792 ; PPI port A in/C out
OUT (C),C
OUT (C),C
DEC B ; Reset PPI Write
OUT (C),D ; out (c),0 
Register A now holds the value of requested keyboard row
Now check for the value from the table e.g. with''''bit x,A''''and a condition e.g.''''jp z,xxxx''''or''''call z,xxxx''''
</pre>
ld d,b ;1
out (c),c ;4
ld c,0 xor a ;21 out (c),c a ;4
ld bc,#f792 ;3
out (c),c ;4
ld a,#40 ;2
ld c,#4a d ;2 441 (+42)
loop ld b,d ;1
out (c),a ;4 select line
ini ;5 read bits and write into KEYMAP
inc a ;1
cp inc c ;1 jr cnz,loop ;2/3 (9*16+1*15=159)
ld bc,#f782 ;3
out (c),c ;4
ei ;1 (+8 =211 209 microseconds)
ret
</pre>
There are some common keyboard configurations used:
 
* '''Joystick''' - This configuration is compatible with all Amstrad machines, even the GX4000 and you need to scan only one keyboard line (this means you can't be faster)
* '''Cursor keys & SPACE''' - This configuration is often used and is great for the CPC6128 and Plus and playing using emulators. This is '''not''' good for CPC 464 and 664 (which have uncomfortably arranged cursor keys)
* '''Q,A,O,P,SPACE''' - (Q up, A down, O left, P right, SPACE fire) This is a good solution, and it's a sort of standard (used by many games). It is best for english QWERTY keyboards, on french AZERTY it'd be A-Q-O-P (but because the decoding of the keys is done in software, normally by the OS, the bits in the keyboard matrix are actually the same).
[[Category:Programming]][[Category:CPC Internal Components]]
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