Reading ps/2 keyboard, but somehow, keycodes are decremented by 1
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@ -3,9 +3,9 @@
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; Based on PS/2 protocol as documented on http://www.lucadavidian.com/2017/11/15/interfacing-ps2-keyboard-to-a-microcontroller/
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;
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; The CLK and Data pin of the PS/2 keyboard are fed into two cascated serial-in parallel-out shift registers.
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; Their outputs are connected to the Pat80 data bus via a buffer activated by the selected
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; I/O EN signal and their RESET is connected to I/O Address line 0 of the keyboard I/O port.
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; Being RESET active low, they will be erased when the PAT80 reads (or writes) anything at address 0
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; Their outputs are connected to the Pat80 data bus via a buffer activated by the selected
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; I/O EN signal and their RESET is connected to I/O Address line 0 of the keyboard I/O port.
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; Being RESET active low, they will be erased when the PAT80 reads (or writes) anything at address 0
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; of the keyboard I/0 port.
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;
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; Thus, the read cycle is:
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@ -20,7 +20,7 @@
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; behave strangely (will drop next pressed key). This is not a problem, as the computer, once completed, will
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; have a 60% keyboard, without any of the unusable keys.
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include 'ps2_keyboard_scancodeset2.asm' ; PS/2 Scan Codeset 2 mappings
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include 'drivers/ps2_keyboard_scancodeset2.asm' ; PS/2 Scan Codeset 2 mappings
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; config (IO port 1)
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PS2KEYB_CLEAR_REG: EQU IO_2
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@ -35,19 +35,20 @@ PS2KEYB_BREAK: EQU 0xF0 - %10000000 ; The MSB is dropped: see NOTE on intro a
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PS2Keyb_readc:
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in a, (PS2KEYB_DATA_REG) ; reads a character
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add a, 0
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jp z, Term_readc ; if char is 0 (NULL), user didn't press any key: wait for character
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; we found something, allow the keyboard to complete data transmission
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jp z, PS2Keyb_readc ; if char is 0 (NULL), user didn't press any key: wait for character
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; we found something, but it may still be shifting in bits. Allow the keyboard to complete data transmission
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ld a, PS2KEYB_TRANSMISSION_DURATION/5 ; every cycle is 5 CPU cycles
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ps2keyb_readc_waitloop:
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sub 1
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jr nz, ps2keyb_readc_waitloop
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; data transmission should now be complete.
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; check if code is a Break Code. If it is, discard next key as it is a released key
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ld c, a ; save a
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in a, (PS2KEYB_DATA_REG) ; re-reads the character (it should now be complete)
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ld c, a ; save a, because it will be modified by next compare
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cp PS2KEYB_BREAK ; compare a with Break Code
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jp z, ps2keyb_readc_discard ; if it is a Break Code, jump to discarder routine
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; we read a valid character: clean key registers
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in a, PS2KEYB_CLEAR_REG
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in a, (PS2KEYB_CLEAR_REG)
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; now we will convert keycode in c to ASCII code
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ld hl, PS2KEYB_SCANCODESET_ASCII_MAP ; load start of codeset to ascii map
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ld b, 0 ; reset b, as we are going to do a sum with bc (where c contains the read scancode)
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@ -56,7 +57,7 @@ PS2Keyb_readc:
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ret ; returns in the a register
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ps2keyb_readc_discard:
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; clean key registers
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in a, PS2KEYB_CLEAR_REG
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in a, (PS2KEYB_CLEAR_REG)
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ps2keyb_readc_discard_waitfordata:
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; wait for next non-0 keycode and discards it (it is the code of the released key)
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in a, (PS2KEYB_DATA_REG) ; reads a character
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@ -68,5 +69,5 @@ PS2Keyb_readc:
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sub 1
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jr nz, ps2keyb_readc_discard_waitloop
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; data transmission should now be complete, throw away key code
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in a, PS2KEYB_CLEAR_REG
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in a, (PS2KEYB_CLEAR_REG)
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jp PS2Keyb_readc ; go back and wait for another keycode
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