1
0
mirror of https://github.com/cc65/cc65.git synced 2024-11-07 21:10:15 +00:00
cc65/libsrc/cx16/joy/cx16-stdjoy.s

120 lines
3.0 KiB
ArmAsm
Raw Normal View History

;
; Standard joystick driver for the CX16.
; May be used multiple times when statically linked to the application.
;
; 2019-09-23, Greg King
;
.include "joy-kernel.inc"
.include "joy-error.inc"
.include "cbm_kernal.inc"
.include "cx16.inc"
.macpack generic
.macpack module
; ------------------------------------------------------------------------
; Header. Includes jump table
module_header _cx16_stdjoy_joy
; Driver signature
.byte $6A, $6F, $79 ; ASCII "joy"
.byte JOY_API_VERSION ; Driver API version number
; Library reference
.addr $0000
; Jump table.
.addr INSTALL
.addr UNINSTALL
.addr COUNT
.addr READ
; ------------------------------------------------------------------------
; Constant
JOY_COUNT = 2 ; Number of joysticks we support
; ------------------------------------------------------------------------
; Data.
.code
; ------------------------------------------------------------------------
; INSTALL routine. Is called after the driver is loaded into memory.
; If possible, check if the hardware is present, and determine the amount
; of memory available.
; Must return a JOY_ERR_xx code in a/x.
;
INSTALL:
lda #<JOY_ERR_OK
ldx #>JOY_ERR_OK
; rts ; Run into UNINSTALL instead
; ------------------------------------------------------------------------
; UNINSTALL routine. Is called before the driver is removed from memory.
; Can do clean-up or whatever. Must not return anything.
;
UNINSTALL:
rts
; ------------------------------------------------------------------------
; COUNT: Return the total number of possible joysticks in a/x.
;
COUNT: lda #<JOY_COUNT
ldx #>JOY_COUNT
rts
; ------------------------------------------------------------------------
; READ: Read a particular joystick passed in A.
;
; TODO: Find a way to report the SNES controller's extra four lines.
;
READ: pha
jsr GETJOY
pla
bne pad2
; Read game pad 1
pad1: lda JOY1 + 1
bit #%00001110
beq nes1
asl JOY1 ; Get SNES's B button
ror a ; Put it next to the A button
asl JOY1 ; Drop SNES's Y button
asl a ; Get the B button
ror JOY1
asl a ; Get SNES's A button
ror JOY1 ; Make byte look like NES pad
nes1: lda JOY1
eor #%11111111 ; We don't want the pad's negative logic
rts
; Read game pad 2
pad2: lda JOY2 + 1
bit #%00001110
beq nes2
asl JOY2
ror a
asl JOY2
asl a
ror JOY2
asl a
ror JOY2
nes2: lda JOY2
eor #%11111111
rts