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74 lines
3.5 KiB
Plaintext
74 lines
3.5 KiB
Plaintext
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Joystick Functions for C02 Programs
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This module contains constants and a function for reading paddles and
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analog joysticks. It can also be used with devices that emulate paddles,
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such as the Koala Pad and some mice.
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The constants and assembly code vary by system, so when invoking the
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cross-compilers, the command line option -s must be used to ensure that
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the correct header files are included.
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At the beginning of the program use the directives
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#include <paddle.h02>
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The following constants are defined:
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#PADDLS Maximum number of joysticks supported by system.
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#BUTTNS Maximum number of paddle buttons supported by system.
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For systems with no paddle support, both of these
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will be 0
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The following functions are defined:
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p = paddle(n); Returns the current state of paddle n, the first
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paddle having the number 0.
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If n is greater than or equal to #PADDLS then 0
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will be returned. Otherwise, a byte between 0 and
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$FF representing the current paddle position will
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be returned.
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b = button(n); Returns the current state of button n, the first
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paddle having the number 0. This number may or may
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not correspond to a particular paddle number.
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If n is greater than or equal to #BUTTNS then 0
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will be returned. Otherwise, the number 255 (TRUE)
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will be returned if the button is depressed, while
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the number 0 (FALSE) will be returned if it is not.
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System Specific Notes:
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Atari Style Paddles These are used on Atari and Commodore 8-bit systems.
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The paddles are grouped in pairs. Therefore, the
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paddles in the first controller port will be
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numbered 0 and 1, the paddles in the second port
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will be numbered 2 and 3, and so on. The button
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numbers directly correspond with the paddle numbers.
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When using a Koala Pad, mouse in paddle emulation
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mode, or similar device, two calls to the paddle()
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and/or button() functions must be made. Using the
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even paddle number (0 or 2) returns the horizontal
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value, while the odd paddle number (1 or 3) returns
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the vertical value. Likewise, using the even button
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number reads the left button, while the odd button
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reads the right button.
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Apple II When using paddle controllers, the first paddle
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and its button are both numbered 0 while the second
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paddle and its button are both numbered 1.
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When using joystick controllers, the first joystick's
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horizontal and vertical positions are read using
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paddle(0) and paddle(1) respectively, and its button
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is read using button(0), while the second joystick's
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horizontal and vertical positions are read using
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paddle(2) and paddle(3) respectively, and its button
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is read using button(1)
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Note: This library has no external dependencies.
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