💾 Archived View for mirrors.apple2.org.za › archive › apple.cabi.net › FAQs.and.INFO › CPUandMore › … captured on 2023-01-29 at 07:44:07.

View Raw

More Information

-=-=-=-=-=-=-

Newsgroups: comp.sys.apple2
Path: news.weeg.uiowa.edu!news.uiowa.edu!uunet!orca!javelin.sim.es.com!animal!mmunson
From: mmunson@animal.es.com (Mark Munson)
Subject: Re: Joystick readings from ML
Message-ID: <1992Oct5.211758.17368@javelin.sim.es.com>
Sender: news@javelin.sim.es.com
Nntp-Posting-Host: animal.sim.es.com
Reply-To: mmunson@animal.es.com (Mark Munson)
Organization: Evans & Sutherland Computer Corp., Salt Lake City, UT
References:  <1992Oct2.181113.27082@cs.uow.edu.au>
Date: Mon, 5 Oct 1992 21:17:58 GMT
Lines: 67


Shane:

Unfortunately, there isn't another ROM based routine for reading the joysticks.
You'll have to write your own in machine language. It might seem like a 
problem, but it's really easy once you see it done.

First, you need to know what the paddle (joystick) hardware is doing.  When
you strobe the paddles, a charge is applied to a capacitor.  A variable
resistor (paddle) allows the capacitor to discharge to ground.  By measuring
the time for this to occur, you can guage the setting of the paddle.

The ROM based paddle routines use the Apple II running at 1 MHz, with a known
paddle resistance in the 0 to 150 ohm range (or was that 150 K-Ohm?)  Even on
a GS, the call still slows the machine down during this timing sensistive
process.

Strobing the paddles, starts the process on all of the 4 possible paddles.  
If the paddle you are reading finishes quickly, and you try to read the
next paddle (which hasn't finished), you will get faulty values for the
second paddle.

Example:
       
     PDL 0:  +-----------!
     PDL 1:  +----------------!  
             _____________________________
             0          100       200   255

In the example above, you would get a value of 100 for PDL(0).  If immediately
try and read PDL(1) before it has a chance to finish, then you might get a
value of 50 {150 - 100} for PDL(1).

A cheap way to correct for this is to check the paddle switch location to insure
that the paddle has timed out before you strobe the paddle.  It works, but it
wastes time.  There is a faster way to get both paddle values, without running
into timing problems like the one above.


Read Both Paddles at the Same Time

Insure both paddles are clear, then strobe the paddle switch.
Start counting, and look at both paddles.
As each paddle times out, save the counter value for the paddle.
By strategicly placing NOP instructions into the loop paths, you can
insure that the timing will stay constant for each pass of the counter.

When both paddles have timed out, you are done.

If you write in 65C816 code, you can read both paddle values with a single LDA 
instruction.  In fact, the code gets a lot tighter in 65C816 code, so your
resolution will be higher than the stock 0-254 of a 1 MHz 6502 call.

This factor can present some problems if the game is running on an accelerated
GS.  So you'll want to calibrate the joystick for various speeds, and divide
the joystick results by an appropriate factor.


If you want the joystick routine to be of a consistent length, then you only
need to add on a dummy loop that will waste the time that would have been used
had both paddles been set to thier maximum (highest resistance) value.


I've got copies of routines (65C816) that do this type of thing.  When I unpack
my GS, I'll try and upload an example.

[MGM]