Megalextoria
Retro computing and gaming, sci-fi books, tv and movies and other geeky stuff.

Home » Archive » net.micro.cbm » joysticks, ports, and keyboards
Show: Today's Messages :: Show Polls :: Message Navigator
E-mail to friend 
Switch to threaded view of this topic Create a new topic Submit Reply
joysticks, ports, and keyboards [message #76191] Wed, 29 May 2013 23:44
Anonymous
Karma:
Originally posted by: ee173xed@sdcc3.UUCP ({|stu)
Message-ID: <2446@sdcc3.UUCP>
Date: Tue, 6-Nov-84 12:26:35 EST
Article-I.D.: sdcc3.2446
Posted: Tue Nov  6 12:26:35 1984
Date-Received: Thu, 8-Nov-84 09:34:08 EST
Distribution: na
Organization: U.C. San Diego, Academic Computer Center
Lines: 34

****************

Have you ever wondered why most commercial game programs use game
port 2 for the joystick instead of game port 1? Here is a 
simplified answer.
The keyboard and the two joystick ports are connected to the same
6526 Complex Interface Adapter.  To make a long story short,
port 1 joystick left triggers the keyboard interrupt, 
unnecessarily using up CPU cycles.
In fact, some characters can be printed to the screen using the port
1 joystick.  To avoid this, use port 2 or disable keyboard interrupts
using poke 649,0.


Does anyone out there in net-land have a C compiler for the C-64?

Here is a goody that will keep your disk drive happier:

open 15,8,15:print#15,"m-w";chr$(106)chr$(0)chr$(1)chr$(133):close15

This short piece of reprogramming for the drive controller is 
supposed to eliminate the drive chatter caused by protected
commercial programs.

Bob Lee
sdcarl!jrl

******************************
.

Bob Lee
sdcarl!jrl

******************************
  Switch to threaded view of this topic Create a new topic Submit Reply
Previous Topic: I'm not the guy with C-64 "C" compiler
Next Topic: more on joysticks (keyboard interrupt correction)
Goto Forum:
  

-=] Back to Top [=-
[ Syndicate this forum (XML) ] [ RSS ] [ PDF ]

Current Time: Fri Apr 19 00:04:29 EDT 2024

Total time taken to generate the page: 0.03654 seconds