Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site sdcc3.UUCP Path: utzoo!decvax!mcnc!akgua!sdcsvax!sdcc3!ee173xed From: ee173xed@sdcc3.UUCP ({|stu) Newsgroups: net.micro.cbm Subject: joysticks, ports, and keyboards 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 ******************************