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Forums > C64 Coding > NEOS mouse, losing my hair...
2018-09-30 11:57
jamiefuller

Registered: Mar 2018
Posts: 24
NEOS mouse, losing my hair...

Hi All,

Please can anyone help, I am trying to read the signal from the NEOS mouse, I have this bit working based on some code from the c64-wiki and a working mouse pointer.
But no matter what I do it massively interferes with the keyboard.

I have heard the mouse works with GEOS so it must be theoretically possible (unless the NEOS only works with GEOS in joystick mode).

The source code is below and also on pastebin, I've tried to make it as readable as possible but my code isn't always the tidiest. :)

https://pastebin.com/SSbUbvhx

basically it runs every frame to poll the mouse, it puts the values into some variables (set to the screen in this example to make it visible)

the background colour should only change if the W key is being pressed, but it triggers even when not pressing due to the mouse.

Would be grateful of any advice.

Thanks
Jamie


VIC_SPRITE_MSB=$D010
VIC_SPRITE_ENABLE=$D015
VIC_SPRITE_YEXPAND=$D017
VIC_SPRITE_PRIORITY=$D01B
VIC_SPRITE_MULTICOLOUR=$D01C
VIC_SPRITE_XEXPAND=$D01D
VIC_BORDERCOLOUR=$D020
VIC_BGCOLOUR=   $D021
VIC_BGCOLOUR_MC1=$D022
VIC_BGCOLOUR_MC2=$D023

VIC_SPRITE_MC1= $D025
VIC_SPRITE_MC2= $D026

CIA_1  =        $dc00            ; CIA#1 (Port Register A)
CIA_2  =        $dc01            ; CIA#2 (Port Register B)

CIA_ddra =      $dc02            ; CIA#1 (Data Direction Register A)
CIA_ddrb =      $dc03            ; CIA#2 (Data Direction Register B)
XPADDLE=        $d419
MOUSEX=         $0400
MOUSEY=         $0401
MOUSEX_SPEED=   $0428 ;$19
MOUSEY_SPEED=   $0429 ;$1a
MDBUTTON=       $0459

; 10 SYS2064

*=$0801

        BYTE    $0B, $08, $0A, $00, $9E, $32, $30, $36, $34, $00, $00, $00



*=$0810



init    

        ; copy sprite data to sprite location
        ldy     #$3F
@in10   lda     spritedata,y
        sta     $0340,y
        dey
        bpl     @in10

        lda     #$0D    ;set sprite pointer
        sta     $07F8
        lda     #$01    ;switch on sprite 1
        sta     VIC_SPRITE_ENABLE
        lda     #$07    ;set sprite colour to yellow
        sta     $D027


        lda     #%01111111
        sta     $DC0D       ;"Switch off" interrupts signals from CIA-1
        and     $D011
        sta     $D011       ;Clear most significant bit in VIC's raster register

        lda     #$51         
        sta     $D012       ; set raster to occour 1 lines down

        lda     #<irq_handler
        sta     $0314       ; set low bit of start
        lda     #>irq_handler
        sta     $0315       ; set high bit of start

        lda     #%00000001
        sta     $D01A
@endloop
        jmp @endloop


irq_handler
        LDA     #$00
        STA     VIC_BORDERCOLOUR
        jsr     handlekeyboard
        jsr     handlemouseneos
        JSR     DRAWSPRITE
        INC     VIC_BORDERCOLOUR

        asl     $D019
        JMP     $EA31


DRAWSPRITE
        lda     MOUSEX
        clc
        adc     #$0C
        asl     a
        pha
        bcc     @ds10
        lda     VIC_SPRITE_MSB
        ora     #$01
        bne     @ds20
@ds10   lda     VIC_SPRITE_MSB
        and     #$FE
@ds20   sta     VIC_SPRITE_MSB
        pla
        sta     $D000   ; sprite X
        clc
        lda     MOUSEY
        adc     #$32
        sta     $D001   ; sprite y
        rts





handlekeyboard
        lda     #$0
        sta     CIA_ddra   ;Port A data direction register.
        lda     #$0
        sta     CIA_ddrb   ;Port B data direction register.
@up   
        lda     #%11111101  ;
        sta     CIA_1 
        lda     CIA_2       ; load column information
        and     #%00000010  ; test 'w' key  
        bne     @noup       ; zero flag is not set -> skip next command
        inc     VIC_BGCOLOUR
@noup    
        rts





handlemouseneos
@LC020  jsr     @LC100
        lda     #$00
        bcc     @LC029
        lda     #$02
@LC029  sta     MDBUTTON
        jsr     @LC190
        lda     CIA_2 ; left button
        and     #$10
        BNE     @RT
        INC     MDBUTTON
@RT
        rts

@LC100   ; READ MOUSE
        lda     #$10 
        sta     CIA_ddrb   ;Port B data direction register.
        LDA     #$ef   
        sta     CIA_2   ;PORT B
        lda     CIA_2   ;PORT B, read 4 bits
        asl     a
        asl     a
        asl     a
        asl     a
        sta     MOUSEX_SPEED     ; TIMES BY 16 AND STORE AT $19
        LDA     #$10
        sta     CIA_2
        lda     CIA_2   ; read 4 bits
        and     #$0F
        ora     MOUSEX_SPEED
        sta     MOUSEX_SPEED
        LDA     #$EF
        sta     CIA_2
        lda     CIA_2
        asl     a
        asl     a
        asl     a
        asl     a
        sta     MOUSEY_SPEED
        LDA     #$10
        sta     CIA_2
        lda     CIA_2
        and     #$0F
        ora     MOUSEY_SPEED
        sta     MOUSEY_SPEED
        lda     XPADDLE
        cmp     #$FF
        rts


@LC190   ; TRANSLATE BASED ON SPEED
        lda     MOUSEX_SPEED
        bmi     @LC1A2
        sec
        lda     MOUSEX
        sbc     MOUSEX_SPEED
        bcs     @LC1AF
        lda     #$00
        beq     @LC1AF
@LC1A2  sec
        lda     MOUSEX
        sbc     MOUSEX_SPEED
        bcs     @LC1AD
        cmp     #$A0
        bcc     @LC1AF
@LC1AD  lda     #$9F
@LC1AF  sta     MOUSEX
        lda     MOUSEY_SPEED
        bmi     @LC1C0
        sec
        lda     MOUSEY
        sbc     MOUSEY_SPEED
        bcs     @LC1CD
        lda     #$00
        beq    @LC1CD
@LC1C0  sec
        lda     MOUSEY
        sbc     MOUSEY_SPEED
        bcs     @LC1CB
        cmp     #$C8
        bcc     @LC1CD
@LC1CB  lda     #$C7
@LC1CD  sta     MOUSEY
        rts



spritedata
        byte    $FC,$00,$00,$F0,$00,$00,$F0,$00,$00,$D8,$00,$00,$8C,$00,$00,$86,$00,$00,$03
        bytes   63

 
... 41 posts hidden. Click here to view all posts....
 
2019-04-19 22:47
Oswald

Registered: Apr 2002
Posts: 4442
point taken :)
2019-04-20 10:22
ChristopherJam

Registered: Aug 2004
Posts: 968
I started wondering if one could clear the interference by clocking the data some more before the mouse had a chance to move again, but then realised a) the lines are active low, so a delta of zero would actually be bad and b) the keyboard itself is going to produce spurious clocks from row or column 4.

So I dropped that idea before starting to write experimental code.
2019-04-20 14:41
soci

Registered: Sep 2003
Posts: 437
Connect it to a user port 4 player adapter instead.

That's how I avoid keyboard interference of Amiga mice in Funkpaint.
2019-04-20 19:54
JackAsser

Registered: Jun 2002
Posts: 1539
Quote: Connect it to a user port 4 player adapter instead.

That's how I avoid keyboard interference of Amiga mice in Funkpaint.


That is a viable solution indeed. I might just add that. Amiga mouse eats too much cpu I think.
2019-04-21 15:15
Martin Piper

Registered: Nov 2007
Posts: 400
Does GEOS or any other software support the mouse without issue?
2019-04-21 17:30
JackAsser

Registered: Jun 2002
Posts: 1539
Quote: Does GEOS or any other software support the mouse without issue?

Not as far as I know, also it’s even stated in the manual that the keyboard is in conflict.
2019-04-21 17:52
JackAsser

Registered: Jun 2002
Posts: 1539
Quote: Connect it to a user port 4 player adapter instead.

That's how I avoid keyboard interference of Amiga mice in Funkpaint.


RMB is out of the question that way right?
2019-04-21 20:03
soci

Registered: Sep 2003
Posts: 437
Depends. The PTV adapter will likely work without the right button.

With the adapter I use the right button could work on port 3. However it has all signals are routed through a CPLD which makes position transmission is impossible.

So in practice only the left button will be available and that blocks the position transmission while it's pressed.

As long as the interface uses short clicks only this is not a big problem. Dragging might be worked around by long-click lock style drag with click to release.
2019-04-22 11:29
JackAsser

Registered: Jun 2002
Posts: 1539
Quote: Depends. The PTV adapter will likely work without the right button.

With the adapter I use the right button could work on port 3. However it has all signals are routed through a CPLD which makes position transmission is impossible.

So in practice only the left button will be available and that blocks the position transmission while it's pressed.

As long as the interface uses short clicks only this is not a big problem. Dragging might be worked around by long-click lock style drag with click to release.


That rules it out, no way I’m gonna support that kind of crap. :D
2019-04-22 16:13
Martin Piper

Registered: Nov 2007
Posts: 400
Quote: Not as far as I know, also it’s even stated in the manual that the keyboard is in conflict.

Glad I never bought one of those then.
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