.export _mouse_buttons, _mouse_info
.import _readjoy
- .import popa, popsreg, addysp1
+ .import popa, popax, addysp1
.importzp ptr1, sp, sreg
.include "c128.inc"
.macpack generic
+
.code
+; --------------------------------------------------------------------------
+;
+; Constants
+;
+
+SPRITE_HEIGHT = 21
+SPRITE_WIDTH = 24
+SCREEN_HEIGHT = 200
+SCREEN_WIDTH = 320
+XCORR = SPRITE_WIDTH
+
; --------------------------------------------------------------------------
;
; unsigned char __fastcall__ mouse_init (unsigned char port,
-; unsigned char sprite,
; unsigned char type);
;
_mouse_init:
- jsr popa ; Ignore the type, get sprite param
- tax ; Save sprite number
- jsr popa ; Get the port number
+ jsr popa ; Ignore type and port
ldy OldIRQ+1 ; Already initialized?
bne AlreadyInitialized ; Jump if yes
- stx MouseSprite ; Remember the sprite number
- sta MousePort ; Remember the port number
-
; Initialize variables
ldx #0
- stx XPos
+ lda #XCORR
+ sta XPos
stx XPos+1
stx YPos
stx YPos+1
stx OldPotX
stx OldPotY
stx XMin
- stx XMin+1 ; XMin = 0
- lda #29
+ stx XMin+1 ; XMin = 0
+ lda #50 ; ## FIXME: This is the PAL value
+ sta YCorr
+ sta YPos
+ stx YPos+1
+ sec
+ sbc #SPRITE_HEIGHT ; Sprite height in pixels
sta YMin
- stx YMin+1 ; YMin = 29
- lda #250
+ stx YMin+1 ; YMin = 29
+ lda #SCREEN_HEIGHT ; Vertical screen res
+ add YCorr ; Add correction factor
sta YMax
- stx YMax+1 ; YMax = 250
- inx ; X = 1
- stx Invisible ; Mouse *not* visible
- lda #<344
+ stx YMax+1
+ inx ; X = 1
+ stx Invisible ; Mouse *not* visible
+ lda #<(SCREEN_WIDTH + SPRITE_WIDTH)
sta XMax
- stx XMax+1 ; XMax = 344
+ stx XMax+1 ; XMax = 320 + sprite width
; Remember the old IRQ vector
lda IRQVec
- sta OldIRQ
+ sta OldIRQ
lda IRQVec+1
sta OldIRQ+1
; Set our own IRQ vector. We cheat here to save a few bytes of code:
; The function is expected to return a value not equal to zero on success,
; and since we know that the high byte of the IRQ handler address is never
-; zweo, we will return just this byte.
+; zero, we will return just this byte.
ldx #<MouseIRQ
lda #>MouseIRQ
_mouse_hide:
lda Invisible ; Get the flag
bne @L1 ; Jump if already invisible
- ldx MouseSprite ; Sprite defined?
- beq @L1 ; Jump if no
-
- lda NotMask-1,x ; Get clean mask
+ lda #$FE ; Clear bit for sprite #0
sei ; Disable interrupts
and VIC_SPR_ENA
sta VIC_SPR_ENA ; Disable sprite
- cli ; Enable interrupts
+ cli ; Enable interrupts
@L1: inc Invisible ; Set the flag to invisible
rts
beq @L1 ; Jump if no
dec Invisible ; Set the flag
bne @L1 ; Jump if still invisible
- ldx MouseSprite ; Sprite defined?
- beq @L1 ; Jump if no
sei ; Disable interrupts
jsr MoveSprite1 ; Move the sprite to it's position
-
- ldx MouseSprite ; Get sprite number (again)
- lda BitMask-1,x ; Get bit mask
- ora VIC_SPR_ENA
- sta VIC_SPR_ENA ; Enable sprite
-
+ lda VIC_SPR_ENA ; Get sprite enable register
+ ora #$01 ; Enable sprite #0
+ sta VIC_SPR_ENA ; Write back
cli ; Enable interrupts
@L1: rts
_mouse_box:
ldy #0 ; Stack offset
- sei ; Disable interrupts
+ add YCorr ; Adjust the Y value
+ bcc @L1
+ inx
+ clc
+@L1: sei ; Disable interrupts
sta YMax
- stx YMax+1 ; maxy
+ stx YMax+1 ; maxy
- lda (sp),y
+ lda (sp),y
+ adc #XCORR
sta XMax
iny
lda (sp),y
- sta XMax+1 ; maxx
+ adc #$00
+ sta XMax+1 ; maxx
iny
lda (sp),y
- sta YMin
+ add YCorr
+ sta YMin
iny
lda (sp),y
- sta YMin+1 ; miny
+ adc #$00
+ sta YMin+1 ; miny
iny
lda (sp),y
- sta XMin
+ add #XCORR
+ sta XMin
iny
lda (sp),y
- sta XMin+1 ; minx
+ adc #$00
+ sta XMin+1 ; minx
- cli ; Enable interrupts
+ cli ; Enable interrupts
jmp addysp1 ; Drop params, return
sta ptr1
stx ptr1+1 ; Remember the argument pointer
- ldy #0 ; Structure offset
-
- sei ; Disable interrupts
+ ldy #0 ; Structure offset
+ sec ; Needed for the SBC later
+ sei ; Disable interrupts
lda XPos ; Transfer the position
+ sbc #XCORR
sta (ptr1),y
lda XPos+1
+ sbc #$00
iny
sta (ptr1),y
- lda YPos
- iny
- sta (ptr1),y
- lda YPos+1
- iny
- sta (ptr1),y
+ lda YPos
+ ldx YPos+1
+ cli ; Restore initial interrupt state
- cli ; Restore initial interrupt state
+ sub YCorr ; Apply the Y correction value
+ bcs @L1
+ dex
+@L1: iny
+ sta (ptr1),y ; Store YPos
+ txa
+ iny
+ sta (ptr1),y
- rts ; Done
+ rts ; Done
; --------------------------------------------------------------------------
;
; Fill in the button state
- jsr _mouse_buttons ; Will not touch ptr1
- ldy #4
- sta (ptr1),y
+ jsr _mouse_buttons ; Will not touch ptr1
+ ldy #4
+ sta (ptr1),y
rts
;
_mouse_move:
- jsr popsreg ; Get X
- sei ; Disable interrupts
-
- sta YPos
- stx YPos+1
- lda sreg
- ldx sreg+1
- sta XPos
- stx XPos+1 ; Set new position
-
- jsr MoveSprite ; Move the sprite to the mouse pos
+ add YCorr ; Add Y coordinate correction
+ bcc @L1
+ inx
+ clc
+@L1: sei
+ sta YPos
+ stx YPos+1
+ cli
+
+ jsr popax ; Get X
+ adc #XCORR ; Adjust X coordinate
+ bcc @L2
+ inx
+@L2: sei
+ sta XPos
+ stx XPos+1 ; Set new position
+ jsr MoveSprite ; Move the sprite to the mouse pos
+ cli ; Enable interrupts
-@L9: cli ; Enable interrupts
rts
-
; --------------------------------------------------------------------------
;
; unsigned char mouse_buttons (void);
;
_mouse_buttons:
- lda MousePort ; Get the port
+ lda #$00 ; Use port #0
jmp _readjoy ; Same as joystick
; --------------------------------------------------------------------------
; --------------------------------------------------------------------------
;
; Move the mouse sprite to the current mouse position. Must be called
-; with interrupts off. MoveSprite1 is an entry without checking and
-; loading X
+; with interrupts off. MoveSprite1 is an entry without checking.
;
MoveSprite:
lda Invisible ; Mouse visible?
bne MoveSpriteDone ; Jump if no
- ldx MouseSprite ; Sprite defined?
- beq MoveSpriteDone ; Jump if no
; Set the high X bit
MoveSprite1:
lda VIC_SPR_HI_X ; Get high X bits of all sprites
- and NotMask-1,x ; Mask out sprite bit
+ and #$FE ; Clear bit for sprite #0
ldy XPos+1 ; Test Y position
beq @L1
- ora BitMask-1,x ; Set high X bit
+ ora #$01 ; Set high X bit
@L1: sta VIC_SPR_HI_X ; Set hi X sprite values
; Set the low X byte
- txa
- asl a ; Index*2
- tax
lda XPos
- sta VIC_SPR0_X-2,x ; Set low byte
+ sta VIC_SPR0_X ; Set low byte
; Set the Y position
ldy YPos+1 ; Negative or too large?
bne MoveSpriteDone ; Jump if yes
lda YPos
- sta VIC_SPR0_Y-2,x ; Set Y position
+ sta VIC_SPR0_Y ; Set Y position
; Done
.bss
-OldIRQ: .res 2 ; Old IRQ vector
-MousePort: .res 1 ; Port used for the mouse
-MouseSprite: .res 1 ; Number of sprite to control
+OldIRQ: .res 2 ; Old IRQ vector
OldValue: .res 1 ; Temp for MoveCheck routine
NewValue: .res 1 ; Temp for MoveCheck routine
+YCorr: .res 1 ; Correction for Y coordinate
Invisible: .res 1 ; Is the mouse invisible?
OldPotX: .res 1 ; Old hw counter values
XMax: .res 2 ; X2 value of bounding box
YMax: .res 2 ; Y2 value of bounding box
-.data
-
-BitMask: .byte $01, $02, $04, $08, $10, $20, $40, $80
-NotMask: .byte $FE, $FD, $FB, $F7, $EF, $DF, $BF, $7F
-
-
-
-