; ; 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 ; 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 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