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The obvious way to fix this problem is to just disable interrupts. A simple di somewhere in your loop should take care of this. But now you have to watch out because TI likes to use interrupts. Bcalls that draw to the screen tend to turn the interrupts back on, so just be careful there. Also, bcall(_GetCSC) relies on interrupts to function, so you are going to have to use direct key input with port (01).
Perhaps a simpler solution might be to just disable the ON key interrupt, which is controlled by bit 0 of port 3. Outputting 00001010 to port 3 should disable the NEXT ACTIVATION of the ON key interrupt while keeping other interrupts enabled. You'd need to find some way to constantly deactivate it though, I believe.
Now I've just got to figure out how "di" exactly works and what it does, but that's what the interwebs is for. ^_^
You could send that byte every pass of the loop, I guess.
The problem with disabling only the ON interrupts through port (3) is that the ON key is only disabled for .01 second. This is because as soon as the next Ti interrupt fires, it will turn them right back on.
typically routines like bcall(_clrLCDFull) have an ei at the end of them.
EI B_Call(_GetCSC) cp SKwhatever JP Z, Randomness DI
if you just put a DI after each bcall, your problem would go away and GetCSC should still work.
DI b_call _GetCSC DI CP skButton JP Z, Label
I unfortunately cannot help due to lack of ASM knowledge but one thing to be careful with when using direct input is to make sure to either add a delay between key detections or get rid of key repeat by checking if the user has released the key you pressed before continuing further in the program. Also make sure there's a small delay before checking if people released the key, so it gets detected at all. Not sure how long the delay would be in ASM, though. Otherwise, what happens is that in your game menus, options will be chosen way too fast and it will be impossible to accurately navigate through menus due to key detection being too sensitive. In-game it can also pose problem if your game has everything moving tile-by-tile. An example of this problem would be the first version of Splut, which was submitted to the contest.