Manual Peek: Quickies presents

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Thing 1 (the year-old) was wrapping presents last night, and Thing 2 (the 4-​year-old) kept trying to peek into the room to see what she'd.
Table of contents

The four capabilities of the ADSR are: 1 The attack, the speed at which the tone first swells; 2 decay, the speed at which the tone decreases; 3 sustain, or how long the tone hangs on; and 4 release, when the tone is switched off by resetting the start-bit to 0. In addition, the pulse wave can be altered by changing the pulse width, which influences the tone shape. Any attempt to read this or any other sound register using PEEK will meet with failure: Basically, a special construction lets these bytes be written to, but not read.

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PEEKing will only give you senseless results. Back to the music. Since the 4 highest-value bits in the volume register are usually set at 0, we can easily POKE in the volume we want. The volume affects all three voices simultaneously.

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You remember the chapter on pointers; the frequency numbers are split up into high-byte, low-byte pairs. These are POKEd into registers 0 and 1 voice 1 7 and 8 voice 2 , or 14 and 15 voice 3. Now you should set the ADSR. The attack is the high bits, while the decay is in the low bits. A similar system holds for sustain and release, found in registers 6,13, or 20, with release set by the highest-value bits. The volume of the tone is in proportion to the volume set in register Of the higher bytes of these pairs, only the first lowest- value bits are used.

Numbers higher than 15 make no difference in this register. Bit 0 represents the start-stop bit for tone production; when it is set to 1, the corresponding voice is switched on and the ADSR started. When set back to 0, the tone will end, the duration dependent now upon the ADSR. Please note when programming that SID will not produce new tones very quickly if a long sustain time is set.

Should you want to program a tune with fast note values, it is recommended that you choose a small number for sustain time. Bit 3 of register 4 3 is also useful to us.

If two or more waveforms are switched on simultaneously, the SID can block them, and not produce any tone at all. By setting bit 3 and clearing the waveforms, we can overcome this problem. In order to switch on a tone, the waveform and start-bit must be POKEd simultaneously; see the 64 Handbook for the sound codes 17,33,65, You can do this by POKEing the waveform codes with -1 i. Look here, we get our bits back two times over! There is a short FOR-NEXT loop in line , producing a short sustain of constant duration, while in this same line, the startbit is set to 0.

Lines are self- explanatory; when a specific key is pressed, a certain frequency is sounded. Hardly a computer in this price range has such a quality keyboard. The 64 keys, which are electrically divided into 8 columns and 8 lines, are shared with these ports. One of these ports is programmed for output; this is where the keyboard columns are read.

If a key is pressed, both ports register input. The interrupt routine, well-suited for keyboard input, has nothing else to do than choose the columns and rows pressed. When the interpreter runs in direct mode, the interrupt takes the ASCII code in the buffer and deals with it accordingly e.

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The computer can distinguish between left and right shift keys, which lie in different columns. The entire principle is easily transferred to the VIC; only the electrical arrangement of the keys is different. Look at the keyboard matrix Figure 4. The two memory locations involving the keyboard are and Normally all of the bits in these registers are 1. If a certain column is to be read, the corrseponding bit in will be changed to a 0. When reading a row if a key is pressed, the corresponding bit in is set to 0.

If the two keys are in different columns, they can simply be read one after another. The IF- THEN construction in the above program commands has the task of testing whether the bit desired has been set to 0. You can get the line and column numbers from Figure 4.

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Memory cell offers another aspect of reading two keys at the same time: This is where the current SHIFT-pattern is shown, i. This bit setting is done independently so that all three keys can be pressed simultaneously if necessary. The interrupt routine is again responsible for this. After a column is chosen with POKE , X, it can be determined which key in that column has been pressed.

The arrangement is listed in Figure 4. There are many possibilities on the The actual function of location gives the amount of space available in the keyboard buffer. If the length is set to 0 normally 10 , this means that the operating system thinks that the buffer is already full, and therefore "forgets" any keys pressed; although BASIC will hold all keypresses in the buffer whether in direct mode, or in a GET or INPUT statement , no input will work.

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  6. POKE ,71 gives the same results, only it alters all the characters in the keyboard decoder table. POKE ,72 will put things right again. Switch off interrupt 2. POKE ,0 keyboard buffer length to 0 3. Wish no longer! Memory location controls the entire repeat function. Normally there is a 0 in this register, that shows the interrupt routine that only the cursor keys and shift key should repeat. This time lag is produced in location From there, the interrupt counts down to 0 from the number avaiable normally The repeat function will only start when 0 is reached.

    Therefore, POKE , can stretch out the repeat time lag to around 4 seconds. Here is where the so-called keyboard codes which serve as pointers within the decoder table are stored. The code appears in this register for as long as the key is held.

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    The keyboard buffer can also be cleared. POKE , 0 will clear it, so that every newly arived character overwrites the old. After clearing the buffer, WAIT ,1 will halt things until the next keypress. As soon as a new character arrives, it will register in the buffer location The WAIT command simply has the task of returning control to the program on recognizing the arrival of a new character. You can simulate keypresses by POKEing in characters. As you have probably figured out for yourself, reading the keyboard is pretty versatile. Take these ideas, and use them to your advantage! POKE , 0 clears the keyboard buffer. Keypresses can be simulated by POKEing characters into the keyboard buffer. These additional devices for games and graphic programs are quite common. The joystick is the most diverse; some people go so far as to say that a C without a joystick is not fully equipped. Here are descriptions of each accessory, in which both operation and reading techniques are discussed.

    The joystick is really a sort of keyset on the 64, which reads from one keyboard column. Both joystick ports are connected to CIA 1. Port 1 responds to location , the positions corresponding to the keys in column 7. Memory cell must contain the value to read port 1. Different bits in are cleared when the joy stick is moved.

    This is where the operating system produces a copy of location , so joystick port 1 can also be read with PEEK Joystick operation is simple.

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