Mouse: Difference between revisions
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(Mouse on Famicom 4-player adapter (one of zzo38's ROMs relies on this)) |
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It can be used with an NES through an adapter, made from an NES controller extension cord and a Super NES controller extension cord, that [[Controller port pinout|connects the respective power, ground, clock, latch, and data pins]]. | It can be used with an NES through an adapter, made from an NES controller extension cord and a Super NES controller extension cord, that [[Controller port pinout|connects the respective power, ground, clock, latch, and data pins]]. | ||
As with the [[standard controller]], the mouse is read by turning the latch ($4016.d0) on and off, and then reading bit 0 of $4016 or $4017 several times, but its report is 32 bits long as opposed to 8 bits. | As with the [[standard controller]], the mouse is read by turning the latch ($4016.d0) on and off, and then reading bit 0 or bit 1 of $4016 or $4017 several times, but its report is 32 bits long as opposed to 8 bits. | ||
Bit 0 goes to the standard controller ports on an NES or AV Famicom; bit 1 goes to the Famicom 4-player adapter. | |||
Some documents about interfacing with the mouse recommend reading the first 16 bits at one speed, delaying a while, and reading the other 16 bits at another speed, following logic analyzer traces from a Super NES console; however, these different speeds are merely an artifact of the main loop of ''Mario Paint'', and the mouse will give a correct report when read at any reasonable speed. | Some documents about interfacing with the mouse recommend reading the first 16 bits at one speed, delaying a while, and reading the other 16 bits at another speed, following logic analyzer traces from a Super NES console; however, these different speeds are merely an artifact of the main loop of ''Mario Paint'', and the mouse will give a correct report when read at any reasonable speed. | ||
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</pre> | </pre> | ||
The mouse can be set to low | The mouse can be set to low, medium, or high sensitivity. | ||
To change the sensitivity, send a clock while the latch ($4016.d0) is turned on: | To change the sensitivity, send a clock while the latch ($4016.d0) is turned on: | ||
<pre> | <pre> | ||
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sty $4016 | sty $4016 | ||
</pre> | </pre> | ||
Using more than two mice on an AV Famicom is NOT RECOMMENDED because changing player 1's sensitivity also affects player 3's, and changing player 2's sensitivity also affects player 4's. | |||
A program MUST NOT play [[APU DMC|samples]] and read the mouse at the same time, as sample playback causes occasional double reads on $4016 and $4017, which the program sees as bit deletions from the serial stream. | A program MUST NOT play [[APU DMC|samples]] and read the mouse at the same time, as sample playback causes occasional double reads on $4016 and $4017, which the program sees as bit deletions from the serial stream. |
Revision as of 20:02, 15 December 2013
The Super NES Mouse (SNS-016) is a peripheral for the Super NES that was originally bundled with Mario Paint. It can be used with an NES through an adapter, made from an NES controller extension cord and a Super NES controller extension cord, that connects the respective power, ground, clock, latch, and data pins.
As with the standard controller, the mouse is read by turning the latch ($4016.d0) on and off, and then reading bit 0 or bit 1 of $4016 or $4017 several times, but its report is 32 bits long as opposed to 8 bits. Bit 0 goes to the standard controller ports on an NES or AV Famicom; bit 1 goes to the Famicom 4-player adapter.
Some documents about interfacing with the mouse recommend reading the first 16 bits at one speed, delaying a while, and reading the other 16 bits at another speed, following logic analyzer traces from a Super NES console; however, these different speeds are merely an artifact of the main loop of Mario Paint, and the mouse will give a correct report when read at any reasonable speed.
The first byte of the report is all zeroes and may be ignored. The other three bytes are sent most significant bit first:
76543210 Second byte of report ||||++++- Signature: 0001 ||++----- Current sensitivity (0: low; 1: medium; 2: high) |+------- Left button (1: pressed) +-------- Right button (1: pressed) 76543210 Third byte of report |+++++++- Vertical displacement since last read +-------- Direction (1: up; 0: down) 76543210 Fourth byte of report |+++++++- Horizontal displacement since last read +-------- Direction (1: left; 0: right)
The displacements are in sign-and-magnitude, not two's complement. For example, $05 represents five mickeys (movement units) in one direction and $85 represents five mickeys in the other. To convert these to two's complement, use negation:
; Convert to two's complement lda third_byte bpl :+ eor #$7F sec adc #$00 : sta y_velocity lda fourth_byte bpl :+ eor #$7F sec adc #$00 : sta x_velocity
The mouse can be set to low, medium, or high sensitivity. To change the sensitivity, send a clock while the latch ($4016.d0) is turned on:
ldy #1 sty $4016 lda $4016,x dey sty $4016
Using more than two mice on an AV Famicom is NOT RECOMMENDED because changing player 1's sensitivity also affects player 3's, and changing player 2's sensitivity also affects player 4's.
A program MUST NOT play samples and read the mouse at the same time, as sample playback causes occasional double reads on $4016 and $4017, which the program sees as bit deletions from the serial stream. Ordinarily, one would read each controller twice, compare the data, and use the previous frame's data if they don't match - this works because the extra latch pulse to set up the second read has no side effects on the standard NES or Super NES controller, but an extra latch pulse sent to a mouse will clear the mouse's count of accumulated movement.