;*************************************************************************** ; DEFINE SECTION ;*************************************************************************** INCLUDE "VECTREX.I" ; start of vectrex memory with cartridge name... ORG 0 ;*************************************************************************** ; HEADER SECTION ;*************************************************************************** DB "g GCE 1998", $80 ; 'g' is copyright sign DW music1 ; music from the rom DB $F8, $50, $20, -$55 ; height, width, rel y, rel x ; (from 0,0) DB "BUTTON FLASH TEST",$80 ; some game information, ; ending with $80 DB 0 ; end of game header ;*************************************************************************** ; CODE SECTION ;*************************************************************************** ; here the cartridge program starts off LDD #$FC20 ; HEIGTH, WIDTH (-4, 32) STD Vec_Text_HW ; store to BIOS RAM location main: JSR Read_Btns ; get one status first, for ; the difference main_loop: JSR Wait_Recal ; Vectrex BIOS recalibration JSR Intensity_5F ; Sets the intensity of the ; vector beam to $5f JSR Read_Btns ; get button status CMPA #$00 ; is a button pressed? BEQ no_button ; no, than go on BITA #$01 ; test for button 1 1 BEQ button_1_1_not ; if not pressed jump LDU #button_1_1_string ; otherwise display the PSHS A ; store A JSR Print_Str_yx ; string using string function PULS A ; restore A button_1_1_not: BITA #$02 ; test for button 1 2 BEQ button_1_2_not ; if not pressed jump LDU #button_1_2_string ; otherwise display the PSHS A ; store A JSR Print_Str_yx ; string using string function PULS A ; restore A button_1_2_not: BITA #$04 ; test for button 1 3 BEQ button_1_3_not ; if not pressed jump LDU #button_1_3_string ; otherwise display the PSHS A ; store A JSR Print_Str_yx ; string using string function PULS A ; restore A button_1_3_not: BITA #$08 ; test for button 1 4 BEQ button_1_4_not ; if not pressed jump LDU #button_1_4_string ; otherwise display the PSHS A ; store A JSR Print_Str_yx ; string using string function PULS A ; restore A button_1_4_not: BITA #$10 ; test for button 2 1 BEQ button_2_1_not ; if not pressed jump LDU #button_2_1_string ; otherwise display the PSHS A ; store A JSR Print_Str_yx ; string using string function PULS A ; restore A button_2_1_not: BITA #$20 ; test for button 2 2 BEQ button_2_2_not ; if not pressed jump LDU #button_2_2_string ; otherwise display the PSHS A ; store A JSR Print_Str_yx ; string using string function PULS A ; restore A button_2_2_not: BITA #$40 ; test for button 2 3 BEQ button_2_3_not ; if not pressed jump LDU #button_2_3_string ; otherwise display the PSHS A ; store A JSR Print_Str_yx ; string using string function PULS A ; restore A button_2_3_not: BITA #$80 ; test for button 2 4 BEQ button_2_4_not ; if not pressed jump LDU #button_2_4_string ; otherwise display the JSR Print_Str_yx ; string using string function button_2_4_not: BRA main_loop ; go on, repeat... no_button: LDU #no_button_string JSR Print_Str_yx BRA main_loop ; and repeat forever ;*************************************************************************** no_button_string: DB 50,-50,"NO BUTTON CHANGED", $80 button_1_1_string: DB 40,-50,"JOYPAD 1 BUTTON 1", $80 button_1_2_string: DB 30,-50,"JOYPAD 1 BUTTON 2", $80 button_1_3_string: DB 20,-50,"JOYPAD 1 BUTTON 3", $80 button_1_4_string: DB 10,-50,"JOYPAD 1 BUTTON 4", $80 button_2_1_string: DB 0,-50,"JOYPAD 2 BUTTON 1", $80 button_2_2_string: DB -10,-50,"JOYPAD 2 BUTTON 2", $80 button_2_3_string: DB -20,-50,"JOYPAD 2 BUTTON 3", $80 button_2_4_string: DB -30,-50,"JOYPAD 2 BUTTON 4", $80 ;*************************************************************************** END main ;***************************************************************************