Created a target and a library for the Commander X16 prototype computer.
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119
libsrc/cx16/joy/cx16-stdjoy.s
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119
libsrc/cx16/joy/cx16-stdjoy.s
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;
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; Standard joystick driver for the CX16.
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; May be used multiple times when statically linked to the application.
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;
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; 2019-09-23, Greg King
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;
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.include "joy-kernel.inc"
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.include "joy-error.inc"
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.include "cbm_kernal.inc"
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.include "cx16.inc"
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.macpack generic
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.macpack module
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; ------------------------------------------------------------------------
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; Header. Includes jump table
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module_header _cx16_stdjoy_joy
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; Driver signature
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.byte $6A, $6F, $79 ; ASCII "joy"
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.byte JOY_API_VERSION ; Driver API version number
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; Library reference
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.addr $0000
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; Jump table.
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.addr INSTALL
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.addr UNINSTALL
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.addr COUNT
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.addr READ
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; ------------------------------------------------------------------------
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; Constant
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JOY_COUNT = 2 ; Number of joysticks we support
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; ------------------------------------------------------------------------
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; Data.
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.code
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; ------------------------------------------------------------------------
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; INSTALL routine. Is called after the driver is loaded into memory.
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; If possible, check if the hardware is present, and determine the amount
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; of memory available.
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; Must return a JOY_ERR_xx code in a/x.
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;
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INSTALL:
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lda #<JOY_ERR_OK
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ldx #>JOY_ERR_OK
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; rts ; Run into UNINSTALL instead
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; ------------------------------------------------------------------------
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; UNINSTALL routine. Is called before the driver is removed from memory.
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; Can do clean-up or whatever. Must not return anything.
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;
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UNINSTALL:
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rts
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; ------------------------------------------------------------------------
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; COUNT: Return the total number of possible joysticks in a/x.
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;
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COUNT: lda #<JOY_COUNT
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ldx #>JOY_COUNT
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rts
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; ------------------------------------------------------------------------
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; READ: Read a particular joystick passed in A.
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;
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; TODO: Find a way to report the SNES controller's extra four lines.
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;
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READ: pha
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jsr GETJOY
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pla
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bne pad2
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; Read game pad 1
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pad1: lda JOY1 + 1
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bit #%00001110
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beq nes1
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asl JOY1 ; Get SNES's B button
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ror a ; Put it next to the A button
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asl JOY1 ; Drop SNES's Y button
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asl a ; Get the B button
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ror JOY1
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asl a ; Get SNES's A button
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ror JOY1 ; Make byte look like NES pad
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nes1: lda JOY1
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eor #%11111111 ; We don't want the pad's negative logic
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rts
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; Read game pad 2
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pad2: lda JOY2 + 1
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bit #%00001110
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beq nes2
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asl JOY2
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ror a
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asl JOY2
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asl a
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ror JOY2
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asl a
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ror JOY2
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nes2: lda JOY2
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eor #%11111111
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rts
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