\ --- Mod: Original Acornsoft code removed: -----------> \.DKJ1 \ LDA VIA+&40 \ Read 6522 System VIA input register IRB (SHEILA &40) \ TAX \ This instruction doesn't seem to have any effect, as \ \ X is overwritten in a few instructions \ AND #%00010000 \ Bit 4 of IRB (PB4) is clear if joystick 1's fire \ \ button is pressed, otherwise it is set, so AND'ing \ \ the value of IRB with %10000 extracts this bit \ EOR #%00010000 \ Flip bit 4 so that it's set if the fire button has \ STA KY7 \ been pressed, and store the result in the keyboard \ \ logger at location KY7, which is also where the A key \ \ (fire lasers) key is logged \ LDX #1 \ Call DKS2 to fetch the value of ADC channel 1 (the \ JSR DKS2 \ joystick X value) into (A X), and OR A with 1. This \ ORA #1 \ ensures that the high byte is at least 1, and then we \ STA JSTX \ store the result in JSTX \ LDX #2 \ Call DKS2 to fetch the value of ADC channel 2 (the \ JSR DKS2 \ joystick Y value) into (A X), and EOR A with JSTGY. \ EOR JSTGY \ JSTGY will be &FF if the game is configured to \ STA JSTY \ reverse the joystick Y channel, so this EOR does \ \ exactly that, and then we store the result in JSTY \ JMP DK4 \ We are done scanning the joystick flight controls, \ \ so jump to DK4 to scan for other keys, using a tail \ \ call so we can return from the subroutine there \ --- End of removed code ----------------------------->Name: DKJ1, Removed [Show more] Type: Subroutine Category: Keyboard Summary: Read joystick and flight controlsContext: See this subroutine in context in the source code References: No direct references to this subroutine in this source file
Specifically, scan the keyboard for the speed up and slow down keys, and read the joystick's fire button and X and Y axes, storing the results in the key logger and the joystick position variables. This routine is only called if joysticks are enabled (JSTK = non-zero).