.DKS2 LDA #128 \ Call OSBYTE with A = 128 to fetch the 16-bit value JSR OSBYTE \ from ADC channel X, returning (Y X), i.e. the high \ byte in Y and the low byte in X \ \ * Channel 1 is the x-axis: 0 = right, 65520 = left \ \ * Channel 2 is the y-axis: 0 = down, 65520 = up TYA \ Copy Y to A, so the result is now in (A X) EOR JSTE \ The high byte A is now EOR'd with the value in \ location JSTE, which contains &FF if both joystick \ channels are reversed and 0 otherwise (so A now \ contains the high byte but inverted, if that's what \ the current settings say) RTS \ Return from the subroutineName: DKS2 [Show more] Type: Subroutine Category: Keyboard Summary: Read the joystick positionContext: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: No direct references to this subroutine in this source file
This routine is never called in the Electron version, as the Electron doesn't have ADC channels as standard and doesn't support joysticks (though a lot of the joystick code from the other versions is still present, it just isn't called). Return the value of ADC channel in X (used to read the joystick). The value will be inverted if the game has been configured to reverse both joystick channels (which can be done by pausing the game and pressing J).
Arguments: X The ADC channel to read: * 1 = joystick X * 2 = joystick Y
Returns: (A X) The 16-bit value read from channel X, with the value inverted if the game has been configured to reverse the joystick
Other entry points: DKS2-1 Contains an RTS
[X]
Variable JSTE in workspace S% (Part 2 of 2)
Reverse both joystick channels configuration setting
[X]
Configuration variable OSBYTE = &FFF4
The address for the OSBYTE routine