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Forums > C64 Coding > NEOS mouse, losing my hair...
2018-09-30 11:57
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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2018-09-30 14:20
chatGPZ

Registered: Dec 2001
Posts: 11100
id' also check the mouse first, then the keyboard. else the keyboard scanner might unintentionally wiggle the select line of the mouse (forgot which that was) and the mouse goes into next state. if you call the keyboard scanner after checking the mouse, there is a maximum time (one frame) before the mouse is checked, which will hopefully make the statemachine time out/restart correctly.
2018-09-30 14:53
TWW

Registered: Jul 2009
Posts: 541
Hello

Can you explain how his neos mouse works compared to the standard C= mouse works?

Normally only mouse-clicks interfere with keyboard scan but this can easily be avoided.
2018-09-30 14:59
chatGPZ

Registered: Dec 2001
Posts: 11100
one line at the joystick port is output (the select line, which is "fire") and the directional bits are input. now you invert the select line, and then read 4 bits from the directional lines. you get 4 nibbles, which then form the x-delta and y-delta

as said, look at https://sourceforge.net/p/vice-emu/code/HEAD/tree/testprogs/mou..
2018-09-30 15:08
jamiefuller
Account closed

Registered: Mar 2018
Posts: 25
Thanks for the posts,

Quoting Groepaz
check the test program in the VICE repo:

Thanks for the link, that code looks almost identical to the code within the c64-wiki, I added back in some of the code I had intentionally dropped but still no luck :( My mouse driver works but it just messes up the keyboard, The example on the VICE works but doesn't test the keyboard

Quoting Krill
But, is the other control port not an option? This would likely help.
Thanks, I've tried it in both ports, both cause the same problem.
2018-09-30 15:21
chatGPZ

Registered: Dec 2001
Posts: 11100
the code in the c64wiki is also ripped from "mouse cheese" i think, so indeed, its the same thing :)

that said, i'm not sure if interference with the keyboard can be avoided completely. the mouse will always "see" changes on the select line, and it will always put out some value on the directional lines. so basically you will get the same problems as with someone wiggling a joystick while you are typing. (except they will persist when the mouse is not being moved). the best bet is probably to write your own keyboard scanner, and not use any keys that use the problematic i/o lines.
2018-09-30 15:30
jamiefuller
Account closed

Registered: Mar 2018
Posts: 25
Quote: the code in the c64wiki is also ripped from "mouse cheese" i think, so indeed, its the same thing :)

that said, i'm not sure if interference with the keyboard can be avoided completely. the mouse will always "see" changes on the select line, and it will always put out some value on the directional lines. so basically you will get the same problems as with someone wiggling a joystick while you are typing. (except they will persist when the mouse is not being moved). the best bet is probably to write your own keyboard scanner, and not use any keys that use the problematic i/o lines.


Yeah that was my concern :( I am writing a game that requires both mouse and keyboard, I am using the standard "wasd" for movement so I am really tied into them. thanks anyway, My game works perfectly with a 1351 mouse but I wanted to add neos support too, but I guess it's out of the question.
2018-09-30 17:40
JackAsser

Registered: Jun 2002
Posts: 1987
I have done a great deal of research into this for Eye of the Beholder and have a close to perfect solution now. PM me for ingo. I don’t have time for a big write up atm.
2018-09-30 17:49
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: I have done a great deal of research into this for Eye of the Beholder and have a close to perfect solution now. PM me for ingo. I don’t have time for a big write up atm.

Nm, though it was about 1351 only..
2018-09-30 17:54
Krill

Registered: Apr 2002
Posts: 2825
Quoting JackAsser
I have done a great deal of research into this for Eye of the Beholder and have a close to perfect solution now. PM me for ingo. I don’t have time for a big write up atm.
And here i found myself equally awed by an unexpected solution and annoyed by not even giving the slightest hint of its nature. :)
2018-09-30 18:35
chatGPZ

Registered: Dec 2001
Posts: 11100
whats there to research for 1351? =D
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