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jamiefuller Account closed
Registered: Mar 2018 Posts: 25 |
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
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jamiefuller Account closed
Registered: Mar 2018 Posts: 25 |
Quote: Nm, though it was about 1351 only..
:) |
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JackAsser
Registered: Jun 2002 Posts: 1987 |
Quote: whats there to research for 1351? =D
Alot |
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JackAsser
Registered: Jun 2002 Posts: 1987 |
Quote: Alot
The three most important realisations that are not so well documented are:
1) polling once per frame is WAY insufficient. At least 100hz to handle swift motion.
2) The SID-ADCs do not have a bit 0 jitter but an additive 0/1 jitter which means you can’t simply mask or shift it away like all reference implementations. A jitter between 15-16 will still jitter after an lsr-operation between 7-8 instead.
3) you helped me here Groepaz and it’s not so well documented (well it is if you know WHIC doc to read ;) ) either which is how long you need to wait after polling the keyboard and setting up the control lines for the mouse. I.e. how often the SID scans. |
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chatGPZ
Registered: Dec 2001 Posts: 11088 |
Quote:The SID-ADCs do not have a bit 0 jitter but an additive 0/1 jitter which means you can’t simply mask or shift it away like all reference implementations.
hu? i can assure you that my test code that does just that is rock stable without jitter here. sure your mouse isnt just fubar? or are you using some kind of adapter thing that doesnt work exactly right? :)
that said, the SID ADC counter is exactly as much "jittering" as the system clock. the mouse creates the jitter that you see :) |
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JackAsser
Registered: Jun 2002 Posts: 1987 |
Quote: Quote:The SID-ADCs do not have a bit 0 jitter but an additive 0/1 jitter which means you can’t simply mask or shift it away like all reference implementations.
hu? i can assure you that my test code that does just that is rock stable without jitter here. sure your mouse isnt just fubar? or are you using some kind of adapter thing that doesnt work exactly right? :)
that said, the SID ADC counter is exactly as much "jittering" as the system clock. the mouse creates the jitter that you see :)
Hmms ok. I’ve tried with both 1351 and micromys. Both shows the same jitter |
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chatGPZ
Registered: Dec 2001 Posts: 11088 |
try connecting a paddle - when you dont move it, you'll get a stable value (unless that paddle is really crazy dirty or sth). 1351 dont use a resistor, they wait until they "see" the start of the sampling period, and then pull down the line for a while. and that is not perfectly synced with the c64 (obviously) -> jitter |
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JackAsser
Registered: Jun 2002 Posts: 1987 |
Quote: try connecting a paddle - when you dont move it, you'll get a stable value (unless that paddle is really crazy dirty or sth). 1351 dont use a resistor, they wait until they "see" the start of the sampling period, and then pull down the line for a while. and that is not perfectly synced with the c64 (obviously) -> jitter
Thanks for the in-depth explanation. Non the less it requires some trickery to filter it out. All 1351 implementations I’ve seen don’t do this. |
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chatGPZ
Registered: Dec 2001 Posts: 11088 |
because there is no need :) i have never seen a problem that would suggest it at least - the textbook example code works just fine. (even polling at 50Hz works fine if you dont move too fast :=P) |
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JackAsser
Registered: Jun 2002 Posts: 1987 |
https://youtu.be/Ej5INd5P8yU This has been fixed now but you clearly see the jitter here. |
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chatGPZ
Registered: Dec 2001 Posts: 11088 |
never seen this in the time i worked on micromys, its just rock stable here =P |
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