; ; Standard joystick driver for the CX16. ; May be installed multiple times when statically linked to the application. ; ; 2019-11-15 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_std_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 .XA . INSTALL: lda #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. Shouldn't return anything. UNINSTALL: rts ; ------------------------------------------------------------------------ ; COUNT: Return the total number of possible joysticks, in .XA . COUNT: lda #JOY_COUNT rts ; ------------------------------------------------------------------------ ; READ: Read a particular joystick passed in .A . READ: php bit #JOY_COUNT - $01 sei bnz pad2 ; Read game pad 1 pad1: ldy JOY1 ; Allow JOY1 to be reread between interrupts sty JOY1 + 2 lda JOY1 + 1 bit #%00001110 bze nes1 asl JOY1 + 2 ; Get SNES's B button ror a ; Put it next to the A button asl JOY1 + 2 ; Drop SNES's Y button asl a ; Get back the B button ror JOY1 + 2 asl a ; Get SNES's A button ror JOY1 + 2 ; Make byte look like NES pad nes1: lda JOY1 + 2 plp eor #%11111111 ; (The controllers use negative logic) rts ; Read game pad 2 pad2: ldy JOY2 sty JOY2 + 2 lda JOY2 + 1 bit #%00001110 bze nes2 asl JOY2 + 2 ror a asl JOY2 + 2 asl a ror JOY2 + 2 asl a ror JOY2 + 2 nes2: lda JOY2 + 2 plp eor #%11111111 rts