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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

2018-09-30 13:47
chatGPZ

Registered: Dec 2001
Posts: 11100
check the test program in the VICE repo:
https://sourceforge.net/p/vice-emu/code/HEAD/tree/testprogs/mou..
2018-09-30 14:03
Krill

Registered: Apr 2002
Posts: 2825
This will likely not fix the keyboard interference problem, but you might want to set $dc02 (CIA#1 DDRA, keyboard matrix column select) to output, like this:
handlekeyboard
        lda     #$ff       ; output
        sta     CIA_ddra   ; $DC02, Port A data direction register.
        lda     #$0
        sta     CIA_ddrb   ; $DC03, Port B data direction register.
That said, you can try if setting $DC03 and $DC01 to $ff helps.

This sets the keyboard matrix row bits to output, but you can still read the current line states. However, actively driving these lines might or might not reduce mouse interference. Note that this is the same trick which makes it possible to distinguish left shift from shift lock on "most" C-64s.

But, is the other control port not an option? This would likely help.
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
2018-09-30 18:41
jamiefuller
Account closed

Registered: Mar 2018
Posts: 25
Quote: Nm, though it was about 1351 only..



:)
2018-09-30 18:46
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: whats there to research for 1351? =D

Alot
2018-09-30 18:53
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.
2018-09-30 19:14
chatGPZ

Registered: Dec 2001
Posts: 11100
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 :)
2018-09-30 19:21
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
2018-09-30 19:29
chatGPZ

Registered: Dec 2001
Posts: 11100
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
2018-09-30 19:35
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.
2018-09-30 19:38
chatGPZ

Registered: Dec 2001
Posts: 11100
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)
2018-09-30 19:48
JackAsser

Registered: Jun 2002
Posts: 1987
https://youtu.be/Ej5INd5P8yU This has been fixed now but you clearly see the jitter here.
2018-09-30 19:57
chatGPZ

Registered: Dec 2001
Posts: 11100
never seen this in the time i worked on micromys, its just rock stable here =P
2018-09-30 19:58
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: never seen this in the time i worked on micromys, its just rock stable here =P

This was with a micromys... same with 1351. So perhaps it is my ADCs then?
2018-09-30 20:01
chatGPZ

Registered: Dec 2001
Posts: 11100
no idea really. v4 has some problems, but those are related to the wraparound of the counter, so you will see a "jump" of two pixels instead of one every now and then - but that should be it.

perhaps check with another C64? :)
2018-09-30 20:05
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: no idea really. v4 has some problems, but those are related to the wraparound of the counter, so you will see a "jump" of two pixels instead of one every now and then - but that should be it.

perhaps check with another C64? :)


Yes. This is a v2 iirc. My sid chip sounds borked anyway. It got a taste of an Amiga powersupply (c128 have the same connector). Maybe that fried the ADCs abit also. :)
2018-09-30 20:08
chatGPZ

Registered: Dec 2001
Posts: 11100
LOL
2018-10-01 13:20
MagerValp

Registered: Dec 2001
Posts: 1055
@JackAsser: I saw the same thing as you regarding jitter, and dividing by two doesn't help. In my driver I decrease the delta by one (decrement if positive delta, increment for negative), which gets rid of it.
2018-10-01 13:28
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: @JackAsser: I saw the same thing as you regarding jitter, and dividing by two doesn't help. In my driver I decrease the delta by one (decrement if positive delta, increment for negative), which gets rid of it.

Yes, dividing doesn't help as the jitter is additive. Increasing / Decreasing like you do will remove the possibility for very slow motion though. I did that first but was very unsatisfied by the result. I have a more elaborate filtering in place now.
2018-10-01 13:43
chatGPZ

Registered: Dec 2001
Posts: 11100
i find this really surprising to hear... never heard about this problem, and i've used/tested a lot of mouse things in the time i worked in micromys, tested on various C64s too. *shrug*. perhaps change the ADC caps? :)
2018-10-01 13:50
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: i find this really surprising to hear... never heard about this problem, and i've used/tested a lot of mouse things in the time i worked in micromys, tested on various C64s too. *shrug*. perhaps change the ADC caps? :)

Yeah, I'll investigate it further from a HW standpoint. Meanwhile my SW solution will remain in place.
2018-10-01 14:01
chatGPZ

Registered: Dec 2001
Posts: 11100
it actually makes sense to get a +/- 1 additive jitter due to how the ADC works.(*) and i really wonder now why i never saw this happen :)

(*) actually due to how the ADC _and_ the mouse works... you'd expect it to get even worse. which probably is the reason for why bit 0 is undefined for the mouse data. but... but... *shrug*
2018-10-01 14:35
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: it actually makes sense to get a +/- 1 additive jitter due to how the ADC works.(*) and i really wonder now why i never saw this happen :)

(*) actually due to how the ADC _and_ the mouse works... you'd expect it to get even worse. which probably is the reason for why bit 0 is undefined for the mouse data. but... but... *shrug*


I only observe a 0/+1 jitter. If I poll POTX and output the value to screen I can see it wiggle between say $12 and $13. If I move the mouse ever so slightly it will wiggle between $13 and $14. Also the jitter is not everywhere but only between frequent spans within the valid values perfectly repetitive. I can f.e. have it rock solid between say (values just made up here because I don't know the exact value) 10-17, the jitterish numbers between 18-1f, then stable again between 20-27 etc.
2019-04-17 17:29
JackAsser

Registered: Jun 2002
Posts: 1987
@jamie: Did you ever found the cause of the problem?

I’m having the same issue..
2019-04-17 17:32
jamiefuller
Account closed

Registered: Mar 2018
Posts: 25
Quote: @jamie: Did you ever found the cause of the problem?

I’m having the same issue..


Sorry but I didn't. I believe there is no reliable way. And have never seen anything actually work with both keyboard and neos mouse. I gave up eventually and.restricted the game (portal) to 1351 mouse only which works much happier with the keyboard.
2019-04-17 17:34
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Sorry but I didn't. I believe there is no reliable way. And have never seen anything actually work with both keyboard and neos mouse. I gave up eventually and.restricted the game (portal) to 1351 mouse only which works much happier with the keyboard.

Was this behaviour confirmed on real HW? I’m inches away from testing myself.
2019-04-17 17:43
JackAsser

Registered: Jun 2002
Posts: 1987
Confirmed here @5:45: https://youtu.be/z5znM56lgGw
2019-04-17 19:32
JackAsser

Registered: Jun 2002
Posts: 1987
I really don't get NEOS. Toggling clk to get higher and lower nibbles, that's fine. But how do you know if you're reading X or Y?
2019-04-17 20:34
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: I really don't get NEOS. Toggling clk to get higher and lower nibbles, that's fine. But how do you know if you're reading X or Y?

Fyi:

”you know what
you are reading because the state machine in the neos mouse resets when you
dont toggle clk for a couple hundred cycles or so. and yeah, it interfers with
the keyboard. and you can only use the right button as intended. it sux :)
guess thats why it never became popular =)”

I’ll drop support for it. Sorry NEOS-users.

It will support joy-mode though.
2019-04-19 08:26
Oswald

Registered: Apr 2002
Posts: 5017
well, you could make a cia timer interrupt to poke the mice every couple hundred cycles :P :) but I havent even heard of this mouse so far, so I guess its not so important.
2019-04-19 12:49
ChristopherJam

Registered: Aug 2004
Posts: 1370
Quoting Oswald
I havent even heard of this mouse so far, so I guess its not so important.


It's the only c64 mouse I have :''''(


(but seriously, nice work on the port thus far Jackie - totally understand the need for triage!)
2019-04-19 19:13
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: well, you could make a cia timer interrupt to poke the mice every couple hundred cycles :P :) but I havent even heard of this mouse so far, so I guess its not so important.

The problem is not reading the mouse. That works very well. The problem is the mouse driving random crap on the bus. When it's deactive, i.e. timeouted in the internal state machine it should release the bus, but it doesn't. Hence it will always intefere with the keyboard no matter what. It's even stated in the user manual that you must LOAD+RUN _before_ plugging_ in the mouse because the keyboard is destroyed.

So no, there are limits to what crap I will support. :D
2019-04-19 22:47
Oswald

Registered: Apr 2002
Posts: 5017
point taken :)
2019-04-20 10:22
ChristopherJam

Registered: Aug 2004
Posts: 1370
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: 473
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: 1987
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: 631
Does GEOS or any other software support the mouse without issue?
2019-04-21 17:30
JackAsser

Registered: Jun 2002
Posts: 1987
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: 1987
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: 473
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: 1987
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: 631
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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