; PS/2 Keyboard driver ; ; Based on PS/2 protocol as documented on http://www.lucadavidian.com/2017/11/15/interfacing-ps2-keyboard-to-a-microcontroller/ ; ; The CLK and Data pin of the PS/2 keyboard are fed into two cascated serial-in parallel-out shift registers. ; Their outputs are connected to the Pat80 data bus via a buffer activated by the selected ; I/O EN signal and their RESET is connected to I/O Address line 0 of the keyboard I/O port. ; Being RESET active low, they will be erased when the PAT80 reads (or writes) anything at address 0 ; of the keyboard I/0 port. ; ; Thus, the read cycle is: ; - Read address 1 of the I/O port (the data bus will contain read keycode) ; - Read address 0 of the I/O port (the shift registers will be reset) ; The read keycode must be interpreted based on PS/2 Scan Codeset 2 ; ; NOTE: The keyboard controller circuit throws away the MSB (uses only the lower 7 bits), because this allows ; for using a single buffer chip instead of two (the freed up line is used by the PAT80 to reset the shift ; registers). This means that the few keys with keycodes > 0x0F are not readable and that the break code is ; seen by PAT80 not as 0xF0, but 0x70. This also means that the 0 of numeric keypad on extended keyboards will ; behave strangely (will drop next pressed key). This is not a problem, as the computer, once completed, will ; have a 60% keyboard, without any of the unusable keys. include 'drivers/ps2_keyboard_scancodeset2.asm' ; PS/2 Scan Codeset 2 mappings ; config (IO port 1) PS2KEYB_CLEAR_REG: EQU IO_2 PS2KEYB_DATA_REG: EQU IO_2 + 1 PS2KEYB_TRANSMISSION_DURATION: EQU 86 ;@ 100khz ; The time needed for the keyboard to transmit all the 11 bits of data, in CPU clock cycles PS2KEYB_BREAK: EQU 0xF0 - %10000000 ; The MSB is dropped: see NOTE on intro above ; Reads a single character and returns an ascii code when a valid key is pressed. Blocking. ; @return A The read character PS2Keyb_readc: in a, (PS2KEYB_DATA_REG) ; reads a character add a, 0 jp z, PS2Keyb_readc ; if char is 0 (NULL), user didn't press any key: wait for character ; we found something, but it may still be shifting in bits. Allow the keyboard to complete data transmission ld a, PS2KEYB_TRANSMISSION_DURATION/5 ; every cycle is 5 CPU cycles ps2keyb_readc_waitloop: sub 1 jr nz, ps2keyb_readc_waitloop ; data transmission should now be complete. ; check if code is a Break Code. If it is, discard next key as it is a released key in a, (PS2KEYB_DATA_REG) ; re-reads the character (it should now be complete) ld c, a ; save a, because it will be modified by next compare cp PS2KEYB_BREAK ; compare a with Break Code jp z, ps2keyb_readc_discard ; if it is a Break Code, jump to discarder routine ; we read a valid character: clean key registers in a, (PS2KEYB_CLEAR_REG) ; now we will convert keycode in c to ASCII code ld hl, PS2KEYB_SCANCODESET_ASCII_MAP ; load start of codeset to ascii map ld b, 0 ; reset b, as we are going to do a sum with bc (where c contains the read scancode) add hl, bc ; add scancode value to map start addr (we are using it as offset) ld a, (hl) ; load the corresponding ascii code in a for return ret ; returns in the a register ps2keyb_readc_discard: ; clean key registers in a, (PS2KEYB_CLEAR_REG) ps2keyb_readc_discard_waitfordata: ; wait for next non-0 keycode and discards it (it is the code of the released key) in a, (PS2KEYB_DATA_REG) ; reads a character add a, 0 jp z, ps2keyb_readc_discard_waitfordata ; if char is 0 (NULL), wait ; we found something, allow the keyboard to complete data transmission ld a, PS2KEYB_TRANSMISSION_DURATION/5 ; every cycle is 5 CPU cycles ps2keyb_readc_discard_waitloop: sub 1 jr nz, ps2keyb_readc_discard_waitloop ; data transmission should now be complete, throw away key code in a, (PS2KEYB_CLEAR_REG) jp PS2Keyb_readc ; go back and wait for another keycode