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Use latest changes from C64 version
git-svn-id: svn://svn.cc65.org/cc65/trunk@894 b7a2c559-68d2-44c3-8de9-860c34a00d81
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@ -12,67 +12,80 @@
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.export _mouse_buttons, _mouse_info
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.import _readjoy
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.import popa, popsreg, addysp1
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.import popa, popax, addysp1
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.importzp ptr1, sp, sreg
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.include "c128.inc"
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.macpack generic
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.code
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; --------------------------------------------------------------------------
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;
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; Constants
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;
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SPRITE_HEIGHT = 21
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SPRITE_WIDTH = 24
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SCREEN_HEIGHT = 200
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SCREEN_WIDTH = 320
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XCORR = SPRITE_WIDTH
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; --------------------------------------------------------------------------
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;
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; unsigned char __fastcall__ mouse_init (unsigned char port,
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; unsigned char sprite,
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; unsigned char type);
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;
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_mouse_init:
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jsr popa ; Ignore the type, get sprite param
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tax ; Save sprite number
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jsr popa ; Get the port number
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jsr popa ; Ignore type and port
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ldy OldIRQ+1 ; Already initialized?
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bne AlreadyInitialized ; Jump if yes
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stx MouseSprite ; Remember the sprite number
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sta MousePort ; Remember the port number
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; Initialize variables
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ldx #0
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stx XPos
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lda #XCORR
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sta XPos
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stx XPos+1
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stx YPos
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stx YPos+1
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stx OldPotX
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stx OldPotY
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stx XMin
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stx XMin+1 ; XMin = 0
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lda #29
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stx XMin+1 ; XMin = 0
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lda #50 ; ## FIXME: This is the PAL value
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sta YCorr
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sta YPos
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stx YPos+1
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sec
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sbc #SPRITE_HEIGHT ; Sprite height in pixels
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sta YMin
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stx YMin+1 ; YMin = 29
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lda #250
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stx YMin+1 ; YMin = 29
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lda #SCREEN_HEIGHT ; Vertical screen res
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add YCorr ; Add correction factor
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sta YMax
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stx YMax+1 ; YMax = 250
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inx ; X = 1
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stx Invisible ; Mouse *not* visible
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lda #<344
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stx YMax+1
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inx ; X = 1
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stx Invisible ; Mouse *not* visible
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lda #<(SCREEN_WIDTH + SPRITE_WIDTH)
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sta XMax
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stx XMax+1 ; XMax = 344
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stx XMax+1 ; XMax = 320 + sprite width
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; Remember the old IRQ vector
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lda IRQVec
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sta OldIRQ
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sta OldIRQ
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lda IRQVec+1
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sta OldIRQ+1
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; Set our own IRQ vector. We cheat here to save a few bytes of code:
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; The function is expected to return a value not equal to zero on success,
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; and since we know that the high byte of the IRQ handler address is never
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; zweo, we will return just this byte.
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; zero, we will return just this byte.
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ldx #<MouseIRQ
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lda #>MouseIRQ
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@ -107,15 +120,12 @@ Done: rts
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_mouse_hide:
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lda Invisible ; Get the flag
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bne @L1 ; Jump if already invisible
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ldx MouseSprite ; Sprite defined?
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beq @L1 ; Jump if no
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lda NotMask-1,x ; Get clean mask
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lda #$FE ; Clear bit for sprite #0
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sei ; Disable interrupts
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and VIC_SPR_ENA
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sta VIC_SPR_ENA ; Disable sprite
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cli ; Enable interrupts
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cli ; Enable interrupts
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@L1: inc Invisible ; Set the flag to invisible
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rts
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@ -130,17 +140,12 @@ _mouse_show:
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beq @L1 ; Jump if no
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dec Invisible ; Set the flag
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bne @L1 ; Jump if still invisible
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ldx MouseSprite ; Sprite defined?
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beq @L1 ; Jump if no
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sei ; Disable interrupts
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jsr MoveSprite1 ; Move the sprite to it's position
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ldx MouseSprite ; Get sprite number (again)
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lda BitMask-1,x ; Get bit mask
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ora VIC_SPR_ENA
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sta VIC_SPR_ENA ; Enable sprite
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lda VIC_SPR_ENA ; Get sprite enable register
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ora #$01 ; Enable sprite #0
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sta VIC_SPR_ENA ; Write back
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cli ; Enable interrupts
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@L1: rts
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@ -153,32 +158,42 @@ _mouse_show:
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_mouse_box:
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ldy #0 ; Stack offset
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sei ; Disable interrupts
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add YCorr ; Adjust the Y value
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bcc @L1
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inx
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clc
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@L1: sei ; Disable interrupts
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sta YMax
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stx YMax+1 ; maxy
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stx YMax+1 ; maxy
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lda (sp),y
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lda (sp),y
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adc #XCORR
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sta XMax
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iny
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lda (sp),y
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sta XMax+1 ; maxx
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adc #$00
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sta XMax+1 ; maxx
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iny
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lda (sp),y
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sta YMin
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add YCorr
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sta YMin
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iny
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lda (sp),y
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sta YMin+1 ; miny
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adc #$00
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sta YMin+1 ; miny
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iny
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lda (sp),y
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sta XMin
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add #XCORR
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sta XMin
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iny
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lda (sp),y
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sta XMin+1 ; minx
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adc #$00
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sta XMin+1 ; minx
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cli ; Enable interrupts
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cli ; Enable interrupts
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jmp addysp1 ; Drop params, return
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@ -192,25 +207,31 @@ _mouse_pos:
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sta ptr1
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stx ptr1+1 ; Remember the argument pointer
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ldy #0 ; Structure offset
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sei ; Disable interrupts
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ldy #0 ; Structure offset
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sec ; Needed for the SBC later
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sei ; Disable interrupts
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lda XPos ; Transfer the position
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sbc #XCORR
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sta (ptr1),y
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lda XPos+1
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sbc #$00
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iny
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sta (ptr1),y
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lda YPos
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iny
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sta (ptr1),y
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lda YPos+1
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iny
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sta (ptr1),y
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lda YPos
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ldx YPos+1
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cli ; Restore initial interrupt state
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cli ; Restore initial interrupt state
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sub YCorr ; Apply the Y correction value
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bcs @L1
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dex
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@L1: iny
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sta (ptr1),y ; Store YPos
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txa
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iny
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sta (ptr1),y
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rts ; Done
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rts ; Done
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; --------------------------------------------------------------------------
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;
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@ -229,9 +250,9 @@ _mouse_info:
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; Fill in the button state
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jsr _mouse_buttons ; Will not touch ptr1
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ldy #4
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sta (ptr1),y
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jsr _mouse_buttons ; Will not touch ptr1
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ldy #4
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sta (ptr1),y
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rts
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@ -241,29 +262,34 @@ _mouse_info:
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;
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_mouse_move:
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jsr popsreg ; Get X
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sei ; Disable interrupts
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add YCorr ; Add Y coordinate correction
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bcc @L1
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inx
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clc
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@L1: sei
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sta YPos
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stx YPos+1
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cli
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sta YPos
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stx YPos+1
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lda sreg
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ldx sreg+1
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sta XPos
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stx XPos+1 ; Set new position
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jsr popax ; Get X
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adc #XCORR ; Adjust X coordinate
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bcc @L2
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inx
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@L2: sei
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sta XPos
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stx XPos+1 ; Set new position
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jsr MoveSprite ; Move the sprite to the mouse pos
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cli ; Enable interrupts
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jsr MoveSprite ; Move the sprite to the mouse pos
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@L9: cli ; Enable interrupts
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rts
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; --------------------------------------------------------------------------
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;
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; unsigned char mouse_buttons (void);
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;
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_mouse_buttons:
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lda MousePort ; Get the port
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lda #$00 ; Use port #0
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jmp _readjoy ; Same as joystick
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; --------------------------------------------------------------------------
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@ -386,41 +412,35 @@ MoveCheck:
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; --------------------------------------------------------------------------
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;
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; Move the mouse sprite to the current mouse position. Must be called
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; with interrupts off. MoveSprite1 is an entry without checking and
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; loading X
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; with interrupts off. MoveSprite1 is an entry without checking.
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;
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MoveSprite:
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lda Invisible ; Mouse visible?
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bne MoveSpriteDone ; Jump if no
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ldx MouseSprite ; Sprite defined?
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beq MoveSpriteDone ; Jump if no
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; Set the high X bit
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MoveSprite1:
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lda VIC_SPR_HI_X ; Get high X bits of all sprites
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and NotMask-1,x ; Mask out sprite bit
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and #$FE ; Clear bit for sprite #0
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ldy XPos+1 ; Test Y position
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beq @L1
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ora BitMask-1,x ; Set high X bit
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ora #$01 ; Set high X bit
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@L1: sta VIC_SPR_HI_X ; Set hi X sprite values
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; Set the low X byte
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txa
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asl a ; Index*2
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tax
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lda XPos
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sta VIC_SPR0_X-2,x ; Set low byte
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sta VIC_SPR0_X ; Set low byte
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; Set the Y position
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ldy YPos+1 ; Negative or too large?
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bne MoveSpriteDone ; Jump if yes
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lda YPos
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sta VIC_SPR0_Y-2,x ; Set Y position
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sta VIC_SPR0_Y ; Set Y position
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; Done
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@ -432,11 +452,10 @@ MoveSpriteDone:
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.bss
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OldIRQ: .res 2 ; Old IRQ vector
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MousePort: .res 1 ; Port used for the mouse
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MouseSprite: .res 1 ; Number of sprite to control
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OldIRQ: .res 2 ; Old IRQ vector
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OldValue: .res 1 ; Temp for MoveCheck routine
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NewValue: .res 1 ; Temp for MoveCheck routine
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YCorr: .res 1 ; Correction for Y coordinate
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Invisible: .res 1 ; Is the mouse invisible?
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OldPotX: .res 1 ; Old hw counter values
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@ -450,12 +469,4 @@ YMin: .res 2 ; Y1 value of bounding box
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XMax: .res 2 ; X2 value of bounding box
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YMax: .res 2 ; Y2 value of bounding box
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.data
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BitMask: .byte $01, $02, $04, $08, $10, $20, $40, $80
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NotMask: .byte $FE, $FD, $FB, $F7, $EF, $DF, $BF, $7F
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