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git-svn-id: https://svn.code.sf.net/p/acme-crossass/code-0/trunk@317 4df02467-bbd4-4a76-a152-e7ce94205b78
635 lines
16 KiB
Plaintext
635 lines
16 KiB
Plaintext
;ACME 0.97
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;!sl "ddrv.l"
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; Name DuoDriver
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; Purpose Input driver for mouse and joystick
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; Author (c) Marco Baye, 1999
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; Licence Free software
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; Changes:
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; 23 Apr 1999 Release 2.20. Internal info:
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; DuoDriver v2.20 by Mac Bacon 23 Apr 1999. Freeware!
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; Somewhen Added self-calibration, forming release 3.00. Internal info:
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; Mac Bacon:DuoDrv3,PD
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; 21 Jul 1999 Used reverse subtraction, forming release 3.01. Internal info:
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; Mac Bacon:DuoDrv3,PD
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; 1 Aug 1999 Release 4.00.
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; Both 128 and 64 versions
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; Now supports overlay-sprite mouse pointer
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; Binary includes sprites
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; Released in GO64 8/1999 (without release number).
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; 3 Aug 1999 Same source file for both 128 and 64 versions. Release 4.01.
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; Apart from that, virtually identical to release 4.00.
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; 04 Feb 2003 Beautified
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; 05 Feb 2003 Added "SpriteLine" macro and made sprites inline
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; 26 May 2005 Release 4.02. All changes since release 4.00 are source-only!
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; The resulting binaries are identical to those of release 4.00
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; (which were included in GO64 magazine 8/1999)
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; 26 Mar 2006 Release 4.03. Adjusted source to ACME 0.91 capabilities.
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; 25 Nov 2007 Release 4.04. Adjusted source to ACME 0.94 capabilities.
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; 7 Apr 2013 Slightly reformatted.
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; 1 Jun 2014 Adjusted to experimental type system of ACME 0.95
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; This source code file uses conditional assembly
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; to decide which version to produce (C64 or C128).
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; Select type of binary to assemble (64 => c64, anything else => c128)
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!ifndef SYSTEM {
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!warn "Label SYSTEM not defined. Use -DSYSTEM=64 to build C64 version, -DSYSTEM=128 to build C128 version. Will now default to C64 version."
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SYSTEM = 64
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}
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!if SYSTEM != 64 & SYSTEM != 128 {
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!serious "Please use either -DSYSTEM=64 or -DSYSTEM=128 when assembling this project."
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}
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; --- Configurable values
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; Start address, output file name and VIC location
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!if SYSTEM = 64 {
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* = $c000
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!to "ddrv64.prg", cbm
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!addr VIC_Base = $d000
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}
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!if SYSTEM = 128 {
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* = $0c00
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!to "ddrv128.prg", cbm
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!addr VIC_Base = $11d6 ; Location of mirror registers
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}
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; Pointer's maximum coordinates
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MaximumCoordinateX = 319 ; VIC value
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; MaximumCoordinateX = 639 ; VDC value
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MaximumCoordinateY = 199
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; Maximum pixel step size ("speed") for joystick acceleration routine.
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MaxStep = $10 ; max $7f
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; Distance before acceleration starts, in pixels.
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MaxTime = $04 ; max $7f
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; Sprites to use for overlay pointer
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Sprite_A = 0
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Sprite_B = 1
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; Coordinates of "pointer pixel" within pointer sprites; adjust these
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; if you use different sprites. (0,0) is sprite's upper left pixel.
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Sprite_HotspotX = 1
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Sprite_HotspotY = 1
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; address definitions
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!addr {
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; Locations to store button states, $ff = pressed, $00 = not pressed.
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; Mouse uses both buttons, joystick only uses "LeftButton".
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; Location to store pointer's current character coordinates.
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!if SYSTEM == 64 {
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LeftButton = $a4
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RightButton = $a5
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CharX = $b3
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CharY = $b4
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tapebuf = $0340
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spr_ptrs = 2040
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}
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!if SYSTEM == 128 {
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LeftButton = $fa
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RightButton = $ff
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CharX = $9b
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CharY = $9c
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}
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; Location to store pointer's current pixel coordinates. The driver
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; code relies on having *four consecutive* bytes:
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; x low, x high, y low, y high
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Coordinates = $fb ; $fb..$fe
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; --- System constants
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; Interrupt vector
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sys_iirq = $0314
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; I/O registers
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sid_pot = $d419
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cia1_pra = $dc00
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cia1_prb = $dc01
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cia1_ddrb = $dc03
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mmu_cr = $ff00 ; c128 only
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; dummy value for self mod
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MODIFIED16 = $ffff
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};addr
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; --- Label definitions
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; New names for some precalculated values, only to improve
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; readability. Don't change these.
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PointerXnow = Coordinates
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PointerYnow = Coordinates + 2
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SpriteA_X = VIC_Base + 2 * Sprite_A
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SpriteA_Y = VIC_Base + 2 * Sprite_A + 1
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SpriteB_X = VIC_Base + 2 * Sprite_B
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SpriteB_Y = VIC_Base + 2 * Sprite_B + 1
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Sprites_OF = VIC_Base + 16 ; X Overflow
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; The character "^" in the following calculation means "to the power
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; of". It is ACME syntax - if your assembler cannot do this, you may
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; want to use hardcoded values here instead of calculations.
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Sprites_Bitmask = 2 ^ Sprite_A + 2 ^ Sprite_B
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;alternative:
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; Sprites_Bitmask = 1 << Sprite_A | 1 << Sprite_B
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SpriteOffset_X = $18 - Sprite_HotspotX
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SpriteOffset_Y = $32 - Sprite_HotspotY
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; In the sprite coordinate system, the graphics pixel (0,0) has the
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; coordinates ($18,$32), so these are needed for converting. Blame the
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; VIC.
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; --- Entry point
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; Because this routine is the first, the file can be BOOTed on a c128.
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; Initialisation code, installs driver on IRQ vector.
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; Fetch IRQ vector and write to end
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Init lda sys_iirq
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ldx sys_iirq + 1
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sta mod16
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stx mod16 + 1
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; Let IRQ vector point to driver code
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lda #<Entry
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ldx #>Entry
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php
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sei
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sta sys_iirq
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stx sys_iirq + 1
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plp
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!if SYSTEM == 128 {
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lda mmu_cr
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tay
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and #$fe ; activate I/O chips
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sta mmu_cr
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}
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; Init mouse buttons
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lda #$11
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sta cia1_prb
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!if SYSTEM == 128 {
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sty mmu_cr
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}
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!if SYSTEM == 64 {
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; Copy sprites to tape buffer
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ldx #127
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- lda Sprites, x
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sta tapebuf, x
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dex
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bpl -
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lda #Sprites_Bitmask
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; Set sprite block pointers
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ldx #$0d
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stx spr_ptrs + Sprite_A
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inx
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stx spr_ptrs + Sprite_B
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; Activate pointer sprites
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ora VIC_Base + 21
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sta VIC_Base + 21
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}
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rts
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; --- Variables
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; Pixel counter before accelerating
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JoyWaittime !byte 0
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; --- Main code
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Entry
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; The driver consists of several distinct parts. To minimise
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; performance wastage, you should remove all parts you don't need for
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; the specific application.
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; --- Part 0, initialisations
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; Make sure decimal mode is off
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cld
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; Set button states to "not pressed", so the other parts only have to
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; deal with setting them to "pressed".
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lda #$00
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sta LeftButton
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sta RightButton
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; --- Part 1, handling mouse movements
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; mouse x
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ldx #$00 ; 0 means "x stuff"
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jsr PotDelta
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; Now signed x movement is in A/Y. Add to current x value.
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clc
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adc PointerXnow
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sta PointerXnow
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tya
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adc PointerXnow + 1
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sta PointerXnow + 1
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; mouse y
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ldx #$01 ; 1 means "y stuff"
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jsr PotDelta
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; Now signed y movement is in A/Y. Mouse and computer use different y
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; directions, so don't add to, but subtract from current y value.
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; This is a reverse subtraction - it might be harder to understand,
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; but it is both faster and smaller than the usual way.
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clc
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sbc PointerYnow
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eor #$ff
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sta PointerYnow
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tya
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sbc PointerYnow + 1
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eor #$ff
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sta PointerYnow + 1
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; --- Part 2, handling mouse buttons
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; Prepare CIA by setting bits to input
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ldy #$11
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sty cia1_ddrb
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ldx #$ff ; $ff means "pressed"
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lda #$10 ; check left button
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bit cia1_prb
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bne +
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stx LeftButton ; store state
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+ lda #$01 ; check right button
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bit cia1_prb
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bne +
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stx RightButton ; store state
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+
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; Reset CIA to normal state
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ldy #$00
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sty cia1_ddrb
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; --- Part 3, handling the joystick
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; Fetch byte holding direction flags
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lda cia1_pra
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tax ; ...and remember it
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; Check 'up' direction
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ror
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bcs ++
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; Subtract current step size from y value if needed.
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tay
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sec
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lda PointerYnow
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sbc JoyStepsize
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sta PointerYnow
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bcs +
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dec PointerYnow + 1
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+ tya
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++ ; Check 'down' direction
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ror
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bcs ++
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; Add current step size to y value if needed.
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tay
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;clc ; C is always clear here
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lda PointerYnow
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adc JoyStepsize
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sta PointerYnow
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bcc +
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inc PointerYnow + 1
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+ tya
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++ ; Check 'left' direction
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ror
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bcs ++
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; Subtract current step size from x value if needed.
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tay
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sec
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lda PointerXnow
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sbc JoyStepsize
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sta PointerXnow
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bcs +
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dec PointerXnow + 1
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+ tya
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++ ; Check 'right' direction
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ror
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bcs ++
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; Add current step size to x value if needed.
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tay
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;clc ; C is always clear here
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lda PointerXnow
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adc JoyStepsize
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sta PointerXnow
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bcc +
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inc PointerXnow + 1
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+ tya
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++
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; --- Part 4, handling joystick button
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ror
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bcs +
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lda #$ff ; $ff means "pressed"
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sta LeftButton
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+
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; --- Part 5, joystick acceleration
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; Restore joystick direction bits and check whether to set speed to
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; zero.
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txa
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and #$0f ; Clear unneeded bits
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cmp #$0f ; Any direction bit ?
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bne +
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; No direction was used, so reset speed and wait counter to normal.
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lda #$01
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sta JoyStepsize
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lda #MaxTime
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sta JoyWaittime
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jmp Part5End
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+
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; A direction bit was used, so check whether to accelerate: If speed
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; is already maximum speed, don't accelerate.
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JoyStepsize = * + 1
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lda #$00 ; (self-modifying)
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; If the variable "JoyStepsize" would have been defined as a separate
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; location (using "!byte"), it would have taken a byte of memory. By
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; storing the value inside an LDA command's argument, we save that one
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; byte. It might make a difference. :)
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cmp #MaxStep ; If speed is max.,
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bcs Part5End ; don't accelerate.
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; Speed isn't maximum yet. Check whether
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; we have to wait before accelerating.
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dec JoyWaittime
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bpl Part5End
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; Counter has underrun, so accelerate.
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inc JoyWaittime ; reset counter
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inc JoyStepsize ; increase speed
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Part5End
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; --- Part 6, restrict coordinate range
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; restrict x value
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ldx #$00 ; 0 means "x stuff"
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jsr Restrict
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; restrict y value
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ldx #$02 ; 2 means "y stuff"
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jsr Restrict
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; --- Part 7, positioning sprites
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; Set sprites' x positions
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lda PointerXnow
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clc
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adc #SpriteOffset_X
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sta SpriteA_X ; set both sprites
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sta SpriteB_X
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lda Sprites_OF ; get x overflow
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bcs SetOF
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ldx PointerXnow + 1
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bne SetOF
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and #Sprites_Bitmask XOR $ff
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bcc StoreOF ; C is clear here
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SetOF ora #Sprites_Bitmask
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StoreOF sta Sprites_OF ; set x overflow
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; Set sprites' y positions
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lda PointerYnow
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clc
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adc #SpriteOffset_Y
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sta SpriteA_Y
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sta SpriteB_Y
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; The y value's high byte is useless in this case.
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; --- Part 8, making char coordinates
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; Convert x coordinate. There are different "best" routines for
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; different resolutions, so I've given the VIC and VDC routines.
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lda PointerXnow
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lsr
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lsr
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lsr
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ldx PointerXnow + 1
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;ora OrTable,x ; VDC only (see below for data table)
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beq + ; VIC only
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ora #$20 ; VIC only
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+ sta CharX
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; Convert y coordinate.
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lda PointerYnow
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lsr
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lsr
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lsr
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sta CharY
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; --- Add further parts here
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; Here you can add further routines, for example to use the button
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; states to fake keypresses etc.
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; --- The end
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; The initialisation routine sets the argument to the address of the
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; previous IRQ routine.
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mod16 = * + 1: jmp MODIFIED16 ; (self-modifying)
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; This table is for part 8.
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;OrTable !byte 0, 32, 64 ; VDC only
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; --- "Restrict" subroutine
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PointerXmax !word MaximumCoordinateX
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PointerYmax !word MaximumCoordinateY
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; "y" word must follow directly after "x" word in memory.
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Restrict
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; Restrict internal coordinates to configured range. Entry conditions:
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; X is direction handle (0 = x, 2 = y)
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lda PointerXnow + 1, x
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bmi SetTo0
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cmp PointerXmax + 1, x
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bcc Eosr
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bne +
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lda PointerXmax, x
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cmp PointerXnow, x
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bcs Eosr
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+ lda PointerXmax, x
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ldy PointerXmax + 1, x
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jmp DefCo
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SetTo0 lda #0
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tay
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DefCo sta PointerXnow, x
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sty PointerXnow + 1, x
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Eosr rts
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; --- "Pot" subroutine
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; This routine computes the mouse movements and therefore contains the
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; self-calibration stuff and the other improvements over the standard
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; 1351 driver.
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PotMax !word 0 ; max. POTs yet plus 1 !
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PotMin !word $ffff ; lowest POTs yet
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PotOld !word 0 ; old values
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PotWidth !word 0 ; interval width
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HalfPotWidth !word 0 ; half width
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; (buffered for speed increase)
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; The above variables are not really words: The first byte is the x
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; value, the second byte is the y value respectively.
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; Compute the signed distance of mouse movement.
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; Entry conditions: X is direction handle (0 = x, 1 = y)
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; Exit conditions: A/Y are signed distance (low/high)
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; First, get new value and clear "recalculate signal width" flag.
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PotDelta lda sid_pot, x
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ldy #$00
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; Check whether new value is lower than lowest known.
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cmp PotMin, x
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bcs +
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; Store new "lowest" und set "recalculate signal width" flag.
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sta PotMin, x
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ldy #$ff
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+ ; Check whether new value is higher than highest known.
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cmp PotMax, x
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bcc +
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; Set "recalculate signal width" flag and store new "highest".
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ldy #$ff
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pha ; Remember current value
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adc #$00 ; Add one (C is set)
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sta PotMax, x
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; Value $ff (0 after adding) means that there is no mouse connected,
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; so reset min/max in that case.
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beq ResetMM ; Stack is untidy...
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pla ; Restore current value
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+ ; If flag is set, recalculate signal width.
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iny ; Check flag
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bne ++
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tay ; Buffer current value.
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lda PotMax,x ; Get highest + 1
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sec ; Subtract lowest
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sbc PotMin, x
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bcc +
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sta PotWidth, x ; Store signal
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lsr ; width and half signal
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sta HalfPotWidth, x ; width
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+ tya ; Restore current value.
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++ ; Calculate distance
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tay ; Buffer current value.
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sec
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sbc PotOld, x
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pha
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tya
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sta PotOld, x
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pla
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beq zero ; If not moved, exit.
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bcc minus ; Negative difference
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; Positive difference:
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; Check whether movement caused a value wrap-around.
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cmp HalfPotWidth, x
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bcc Decrease
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beq Decrease
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; It did, so calculate "real" distance and jump to exit
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;sec ; C is always set here
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sbc PotWidth, x ; Fix distance
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; We now know that the (fixed) distance is really negative, so we
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; finally wipe out that annoying bit 0 noise by incrementing the
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; value.
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Increase ;clc ; C is always clear here
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adc #$01
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beq zero ; If increasing gives zero, jump to zero handler.
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ldy #$ff ; Set up high byte for negative values.
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rts
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; Negative difference:
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; Check whether movement caused a value wrap-around.
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minus eor #$ff ; Complement
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; If we would do a real negation (by adding "1"), then we would need
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; to branch using BCC *and* BEQ. So the above way might be harder to
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; understand, but it is both shorter *and* faster - which I like. :)
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cmp HalfPotWidth, x
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eor #$ff ; Restore value
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bcc Increase
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; 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 %........###.............
|