acme/examples/ddrv.a

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;ACME 0.97
;!sl "ddrv.l"
; Name DuoDriver
; Purpose Input driver for mouse and joystick
; Author (c) Marco Baye, 1999
; Licence Free software
; Changes:
; 23 Apr 1999 Release 2.20. Internal info:
; DuoDriver v2.20 by Mac Bacon 23 Apr 1999. Freeware!
; Somewhen Added self-calibration, forming release 3.00. Internal info:
; Mac Bacon:DuoDrv3,PD
; 21 Jul 1999 Used reverse subtraction, forming release 3.01. Internal info:
; Mac Bacon:DuoDrv3,PD
; 1 Aug 1999 Release 4.00.
; Both 128 and 64 versions
; Now supports overlay-sprite mouse pointer
; Binary includes sprites
; Released in GO64 8/1999 (without release number).
; 3 Aug 1999 Same source file for both 128 and 64 versions. Release 4.01.
; Apart from that, virtually identical to release 4.00.
; 04 Feb 2003 Beautified
; 05 Feb 2003 Added "SpriteLine" macro and made sprites inline
; 26 May 2005 Release 4.02. All changes since release 4.00 are source-only!
; The resulting binaries are identical to those of release 4.00
; (which were included in GO64 magazine 8/1999)
; 26 Mar 2006 Release 4.03. Adjusted source to ACME 0.91 capabilities.
; 25 Nov 2007 Release 4.04. Adjusted source to ACME 0.94 capabilities.
; 7 Apr 2013 Slightly reformatted.
; 1 Jun 2014 Adjusted to experimental type system of ACME 0.95
; This source code file uses conditional assembly
; to decide which version to produce (C64 or C128).
; Select type of binary to assemble (64 => c64, anything else => c128)
!ifndef SYSTEM {
!warn "Label SYSTEM not defined. Use -DSYSTEM=64 to build C64 version, -DSYSTEM=128 to build C128 version. Will now default to C64 version."
SYSTEM = 64
}
!if SYSTEM != 64 & SYSTEM != 128 {
!serious "Please use either -DSYSTEM=64 or -DSYSTEM=128 when assembling this project."
}
; --- Configurable values
; Start address, output file name and VIC location
!if SYSTEM = 64 {
* = $c000
;!to "ddrv64.prg", cbm
!addr VIC_Base = $d000
}
!if SYSTEM = 128 {
* = $0c00
;!to "ddrv128.prg", cbm
!addr VIC_Base = $11d6 ; Location of mirror registers
}
; Pointer's maximum coordinates
MaximumCoordinateX = 319 ; VIC value
; MaximumCoordinateX = 639 ; VDC value
MaximumCoordinateY = 199
; Maximum pixel step size ("speed") for joystick acceleration routine.
MaxStep = $10 ; max $7f
; Distance before acceleration starts, in pixels.
MaxTime = $04 ; max $7f
; Sprites to use for overlay pointer
Sprite_A = 0
Sprite_B = 1
; Coordinates of "pointer pixel" within pointer sprites; adjust these
; if you use different sprites. (0,0) is sprite's upper left pixel.
Sprite_HotspotX = 1
Sprite_HotspotY = 1
; address definitions
!addr {
; Locations to store button states, $ff = pressed, $00 = not pressed.
; Mouse uses both buttons, joystick only uses "LeftButton".
; Location to store pointer's current character coordinates.
!if SYSTEM == 64 {
LeftButton = $a4
RightButton = $a5
CharX = $b3
CharY = $b4
tapebuf = $0340
spr_ptrs = 2040
}
!if SYSTEM == 128 {
LeftButton = $fa
RightButton = $ff
CharX = $9b
CharY = $9c
}
; Location to store pointer's current pixel coordinates. The driver
; code relies on having *four consecutive* bytes:
; x low, x high, y low, y high
Coordinates = $fb ; $fb..$fe
; --- System constants
; Interrupt vector
sys_iirq = $0314
; I/O registers
sid_pot = $d419
cia1_pra = $dc00
cia1_prb = $dc01
cia1_ddrb = $dc03
mmu_cr = $ff00 ; c128 only
; dummy value for self mod
MODIFIED16 = $ffff
};addr
; --- Label definitions
; New names for some precalculated values, only to improve
; readability. Don't change these.
PointerXnow = Coordinates
PointerYnow = Coordinates + 2
SpriteA_X = VIC_Base + 2 * Sprite_A
SpriteA_Y = VIC_Base + 2 * Sprite_A + 1
SpriteB_X = VIC_Base + 2 * Sprite_B
SpriteB_Y = VIC_Base + 2 * Sprite_B + 1
Sprites_OF = VIC_Base + 16 ; X Overflow
; The character "^" in the following calculation means "to the power
; of". It is ACME syntax - if your assembler cannot do this, you may
; want to use hardcoded values here instead of calculations.
Sprites_Bitmask = 2 ^ Sprite_A + 2 ^ Sprite_B
;alternative:
; Sprites_Bitmask = 1 << Sprite_A | 1 << Sprite_B
SpriteOffset_X = $18 - Sprite_HotspotX
SpriteOffset_Y = $32 - Sprite_HotspotY
; In the sprite coordinate system, the graphics pixel (0,0) has the
; coordinates ($18,$32), so these are needed for converting. Blame the
; VIC.
; --- Entry point
; Because this routine is the first, the file can be BOOTed on a c128.
; Initialisation code, installs driver on IRQ vector.
; Fetch IRQ vector and write to end
Init lda sys_iirq
ldx sys_iirq + 1
sta mod16
stx mod16 + 1
; Let IRQ vector point to driver code
lda #<Entry
ldx #>Entry
php
sei
sta sys_iirq
stx sys_iirq + 1
plp
!if SYSTEM == 128 {
lda mmu_cr
tay
and #$fe ; activate I/O chips
sta mmu_cr
}
; Init mouse buttons
lda #$11
sta cia1_prb
!if SYSTEM == 128 {
sty mmu_cr
}
!if SYSTEM == 64 {
; Copy sprites to tape buffer
ldx #127
- lda Sprites, x
sta tapebuf, x
dex
bpl -
lda #Sprites_Bitmask
; Set sprite block pointers
ldx #$0d
stx spr_ptrs + Sprite_A
inx
stx spr_ptrs + Sprite_B
; Activate pointer sprites
ora VIC_Base + 21
sta VIC_Base + 21
}
rts
; --- Variables
; Pixel counter before accelerating
JoyWaittime !byte 0
; --- Main code
Entry
; The driver consists of several distinct parts. To minimise
; performance wastage, you should remove all parts you don't need for
; the specific application.
; --- Part 0, initialisations
; Make sure decimal mode is off
cld
; Set button states to "not pressed", so the other parts only have to
; deal with setting them to "pressed".
lda #$00
sta LeftButton
sta RightButton
; --- Part 1, handling mouse movements
; mouse x
ldx #$00 ; 0 means "x stuff"
jsr PotDelta
; Now signed x movement is in A/Y. Add to current x value.
clc
adc PointerXnow
sta PointerXnow
tya
adc PointerXnow + 1
sta PointerXnow + 1
; mouse y
ldx #$01 ; 1 means "y stuff"
jsr PotDelta
; Now signed y movement is in A/Y. Mouse and computer use different y
; directions, so don't add to, but subtract from current y value.
; This is a reverse subtraction - it might be harder to understand,
; but it is both faster and smaller than the usual way.
clc
sbc PointerYnow
eor #$ff
sta PointerYnow
tya
sbc PointerYnow + 1
eor #$ff
sta PointerYnow + 1
; --- Part 2, handling mouse buttons
; Prepare CIA by setting bits to input
ldy #$11
sty cia1_ddrb
ldx #$ff ; $ff means "pressed"
lda #$10 ; check left button
bit cia1_prb
bne +
stx LeftButton ; store state
+ lda #$01 ; check right button
bit cia1_prb
bne +
stx RightButton ; store state
+
; Reset CIA to normal state
ldy #$00
sty cia1_ddrb
; --- Part 3, handling the joystick
; Fetch byte holding direction flags
lda cia1_pra
tax ; ...and remember it
; Check 'up' direction
ror
bcs ++
; Subtract current step size from y value if needed.
tay
sec
lda PointerYnow
sbc JoyStepsize
sta PointerYnow
bcs +
dec PointerYnow + 1
+ tya
++ ; Check 'down' direction
ror
bcs ++
; Add current step size to y value if needed.
tay
;clc ; C is always clear here
lda PointerYnow
adc JoyStepsize
sta PointerYnow
bcc +
inc PointerYnow + 1
+ tya
++ ; Check 'left' direction
ror
bcs ++
; Subtract current step size from x value if needed.
tay
sec
lda PointerXnow
sbc JoyStepsize
sta PointerXnow
bcs +
dec PointerXnow + 1
+ tya
++ ; Check 'right' direction
ror
bcs ++
; Add current step size to x value if needed.
tay
;clc ; C is always clear here
lda PointerXnow
adc JoyStepsize
sta PointerXnow
bcc +
inc PointerXnow + 1
+ tya
++
; --- Part 4, handling joystick button
ror
bcs +
lda #$ff ; $ff means "pressed"
sta LeftButton
+
; --- Part 5, joystick acceleration
; Restore joystick direction bits and check whether to set speed to
; zero.
txa
and #$0f ; Clear unneeded bits
cmp #$0f ; Any direction bit ?
bne +
; No direction was used, so reset speed and wait counter to normal.
lda #$01
sta JoyStepsize
lda #MaxTime
sta JoyWaittime
jmp Part5End
+
; A direction bit was used, so check whether to accelerate: If speed
; is already maximum speed, don't accelerate.
JoyStepsize = * + 1
lda #$00 ; (self-modifying)
; If the variable "JoyStepsize" would have been defined as a separate
; location (using "!byte"), it would have taken a byte of memory. By
; storing the value inside an LDA command's argument, we save that one
; byte. It might make a difference. :)
cmp #MaxStep ; If speed is max.,
bcs Part5End ; don't accelerate.
; Speed isn't maximum yet. Check whether
; we have to wait before accelerating.
dec JoyWaittime
bpl Part5End
; Counter has underrun, so accelerate.
inc JoyWaittime ; reset counter
inc JoyStepsize ; increase speed
Part5End
; --- Part 6, restrict coordinate range
; restrict x value
ldx #$00 ; 0 means "x stuff"
jsr Restrict
; restrict y value
ldx #$02 ; 2 means "y stuff"
jsr Restrict
; --- Part 7, positioning sprites
; Set sprites' x positions
lda PointerXnow
clc
adc #SpriteOffset_X
sta SpriteA_X ; set both sprites
sta SpriteB_X
lda Sprites_OF ; get x overflow
bcs SetOF
ldx PointerXnow + 1
bne SetOF
and #Sprites_Bitmask XOR $ff
bcc StoreOF ; C is clear here
SetOF ora #Sprites_Bitmask
StoreOF sta Sprites_OF ; set x overflow
; Set sprites' y positions
lda PointerYnow
clc
adc #SpriteOffset_Y
sta SpriteA_Y
sta SpriteB_Y
; The y value's high byte is useless in this case.
; --- Part 8, making char coordinates
; Convert x coordinate. There are different "best" routines for
; different resolutions, so I've given the VIC and VDC routines.
lda PointerXnow
lsr
lsr
lsr
ldx PointerXnow + 1
;ora OrTable,x ; VDC only (see below for data table)
beq + ; VIC only
ora #$20 ; VIC only
+ sta CharX
; Convert y coordinate.
lda PointerYnow
lsr
lsr
lsr
sta CharY
; --- Add further parts here
; Here you can add further routines, for example to use the button
; states to fake keypresses etc.
; --- The end
; The initialisation routine sets the argument to the address of the
; previous IRQ routine.
mod16 = * + 1: jmp MODIFIED16 ; (self-modifying)
; This table is for part 8.
;OrTable !byte 0, 32, 64 ; VDC only
; --- "Restrict" subroutine
PointerXmax !word MaximumCoordinateX
PointerYmax !word MaximumCoordinateY
; "y" word must follow directly after "x" word in memory.
Restrict
; Restrict internal coordinates to configured range. Entry conditions:
; X is direction handle (0 = x, 2 = y)
lda PointerXnow + 1, x
bmi SetTo0
cmp PointerXmax + 1, x
bcc Eosr
bne +
lda PointerXmax, x
cmp PointerXnow, x
bcs Eosr
+ lda PointerXmax, x
ldy PointerXmax + 1, x
jmp DefCo
SetTo0 lda #0
tay
DefCo sta PointerXnow, x
sty PointerXnow + 1, x
Eosr rts
; --- "Pot" subroutine
; This routine computes the mouse movements and therefore contains the
; self-calibration stuff and the other improvements over the standard
; 1351 driver.
PotMax !word 0 ; max. POTs yet plus 1 !
PotMin !word $ffff ; lowest POTs yet
PotOld !word 0 ; old values
PotWidth !word 0 ; interval width
HalfPotWidth !word 0 ; half width
; (buffered for speed increase)
; The above variables are not really words: The first byte is the x
; value, the second byte is the y value respectively.
; Compute the signed distance of mouse movement.
; Entry conditions: X is direction handle (0 = x, 1 = y)
; Exit conditions: A/Y are signed distance (low/high)
; First, get new value and clear "recalculate signal width" flag.
PotDelta lda sid_pot, x
ldy #$00
; Check whether new value is lower than lowest known.
cmp PotMin, x
bcs +
; Store new "lowest" und set "recalculate signal width" flag.
sta PotMin, x
ldy #$ff
+ ; Check whether new value is higher than highest known.
cmp PotMax, x
bcc +
; Set "recalculate signal width" flag and store new "highest".
ldy #$ff
pha ; Remember current value
adc #$00 ; Add one (C is set)
sta PotMax, x
; Value $ff (0 after adding) means that there is no mouse connected,
; so reset min/max in that case.
beq ResetMM ; Stack is untidy...
pla ; Restore current value
+ ; If flag is set, recalculate signal width.
iny ; Check flag
bne ++
tay ; Buffer current value.
lda PotMax,x ; Get highest + 1
sec ; Subtract lowest
sbc PotMin, x
bcc +
sta PotWidth, x ; Store signal
lsr ; width and half signal
sta HalfPotWidth, x ; width
+ tya ; Restore current value.
++ ; Calculate distance
tay ; Buffer current value.
sec
sbc PotOld, x
pha
tya
sta PotOld, x
pla
beq zero ; If not moved, exit.
bcc minus ; Negative difference
; Positive difference:
; Check whether movement caused a value wrap-around.
cmp HalfPotWidth, x
bcc Decrease
beq Decrease
; It did, so calculate "real" distance and jump to exit
;sec ; C is always set here
sbc PotWidth, x ; Fix distance
; We now know that the (fixed) distance is really negative, so we
; finally wipe out that annoying bit 0 noise by incrementing the
; value.
Increase ;clc ; C is always clear here
adc #$01
beq zero ; If increasing gives zero, jump to zero handler.
ldy #$ff ; Set up high byte for negative values.
rts
; Negative difference:
; Check whether movement caused a value wrap-around.
minus eor #$ff ; Complement
; If we would do a real negation (by adding "1"), then we would need
; to branch using BCC *and* BEQ. So the above way might be harder to
; understand, but it is both shorter *and* faster - which I like. :)
cmp HalfPotWidth, x
eor #$ff ; Restore value
bcc Increase
; Movement caused a value wrap-around, so calculate "real" distance and exit.
clc
adc PotWidth, x ; Fix distance
; We now know that the (fixed) distance is really positive, so we
; finally wipe out that annoying bit 0 noise by decrementing the value.
Decrease sec
sbc #$01
; No difference or positive difference; both need zero as the high byte.
zero ldy #0
rts
; If there is no mouse, reset "lowest" ("highest" will have been reset
; already) and return zero.
ResetMM tay ; Set Y to zero.
pla ; Tidy stack
lda #$ff ; Reset "lowest"
sta PotMin, x
tya ; Return with A/Y = 0
rts
; --- Include sprites
; Because the c64 version copies the sprite data into the tape buffer
; on initialisation, the data is included right here.
; In the c128 version, we skip memory until we reach $0e00 - this is
; where the sprites are stored by default.
!if SYSTEM == 128 {
!align $ffff, $e00, $0
}
!macro SpriteLine .v {
!by .v >> 16, (.v >> 8) & 255, .v & 255
}
Sprites ; 765432107654321076543210
+SpriteLine %........................
+SpriteLine %.#......................
+SpriteLine %.##.....................
+SpriteLine %.###....................
+SpriteLine %.####...................
+SpriteLine %.#####..................
+SpriteLine %.######.................
+SpriteLine %.#######................
+SpriteLine %.########...............
+SpriteLine %.#########..............
+SpriteLine %.########...............
+SpriteLine %.######.................
+SpriteLine %.######.................
+SpriteLine %.##..##.................
+SpriteLine %.#....##................
+SpriteLine %......##................
+SpriteLine %.......##...............
+SpriteLine %.......##...............
+SpriteLine %........##..............
+SpriteLine %........##..............
+SpriteLine %........................
!byte 0 ; pad to 64-byte block
; 765432107654321076543210
+SpriteLine %##......................
+SpriteLine %###.....................
+SpriteLine %####....................
+SpriteLine %#####...................
+SpriteLine %######..................
+SpriteLine %#######.................
+SpriteLine %########................
+SpriteLine %#########...............
+SpriteLine %##########..............
+SpriteLine %###########.............
+SpriteLine %###########.............
+SpriteLine %#########...............
+SpriteLine %########................
+SpriteLine %########................
+SpriteLine %###..####...............
+SpriteLine %##...####...............
+SpriteLine %......####..............
+SpriteLine %......####..............
+SpriteLine %.......####.............
+SpriteLine %.......####.............
+SpriteLine %........###.............