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Loadstar 128 15
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q15.d81
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t.mousemover
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2022-08-28
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M O U S E 8 0
by Maurice Randall
MOUSE 80 is a device driver for the Commodore 1351 mouse or
compatibles. It is designed to be used with the 128 in 80 column 'text
mode' only. This driver will fill a void that most people do not realize
existed. The 1351 mouse has been around for a while now, and there are
mouse drivers for it. The demo disk that comes with the mouse has an
assortment of drivers for the 64 mode and the 128 mode, but the 128 mode
driver is only for 40-column use. It makes use of a sprite for the pointer
that is visible on the screen. Sprites are not available on the 80-column
screen. Sprites are easily simulated on the 128's 80-column graphic screen,
but then you are limited to creating 'graphic text'. GEOS works this way,
and GEOS is an excellent system, but there is still a need for applications
written to use the 128's native text mode.
What makes this driver different is the fact that it moves the pointer
about the text screen smoothly. There have been other mouse drivers for the
80-column text screen, but these move the mouse pointer around the screen a
full character at a time. They work fine, but the smoothness of movement
isn't there. The only smooth mouse pointer I'm aware of for the 128 is
incorporated into the Pocket Series software from Digital Solutions. But
their mouse routines are not available to the public. Therefore, I have
designed MOUSE 80 so that other software developers might make use of the
1351 mouse with a smooth moving pointer in their programs. Any new
development for the 128 should definitely make use of the new hardware that
is available, and MOUSE 80 will help give a more professional appearance to
the program.
MOUSE 80 can be used with a BASIC or ML program. It uses a jump table
to call its routines and you can also read or change various variables that
are used by MOUSE 80. MOUSE 80 installs at $1300 but can be located
anywhere in Bank 15 memory by using the 'MouseMover' utility that is
included on this disk as a demo. MouseMover will create a new version of
MOUSE 80 for you. The utility is very straightforward and does not require
much documentation for its use. It's written in BASIC and is fully
commented and demonstrates a few of MOUSE 80's features. To run
'MouseMover' choose Run It for MOUSE 80 or press R while you're reading this
text.
MouseMover requires two support files, one is 'mouse80.o', of course,
and the other is 'mover.o', which supplies a few machine language routines
to speed up some tasks that would be a little too slow for BASIC to handle.
MouseMover will create a file called 'mouse80.xxxx', where 'xxxx' equals the
selected load address. You can then use this new version of MOUSE 80 in
your program if you need it to load at a different address than $1300.
To use MOUSE 80, you would include the following statement in a BASIC
loader:
bload"mouse80.o"
Once your main program begins, you can use the various jump addresses
and variables locations to initially install the mouse wedge into the IRQ
interrupt sequence, turn the mouse pointer on and off, or to find or set the
pointer on the screen. You can locate the pointer according to its pixel
location. You can also confine the mouse to a defined region or 'window'.
You can tell if either button is being pressed. You can also instruct MOUSE
80 to set up a jump address for the application to call if one of the
buttons is pressed.
If you don't like the looks of the mouse pointer, you can change its
appearance by altering the eight bytes that make up its picture.
There are four graphic characters from the upper/lower case set that
are used by MOUSE 80. If you need to use these characters, you can choose
any other four characters instead. It would be a very rare program that
would have to use each of the 512 characters that are available.
Whenever you are accessing the screen, you should 'hide' the mouse
pointer to prevent garbage from appearing on the screen. The 80-column VDC
chip is very touchy, and does not like the mouse when the screen is
scrolling, or if you are typing characters into the same location that the
mouse is occupying. So, just call 'HIDEMOUS' before any screen access and
call 'SHOWMOUS' when finished. When the mouse is hidden, the pointer is not
displayed, but movement is still possible. So, you could use this to your
advantage for various things such as menus. As the mouse is moved up and
down, you could highlight the menu item that is being pointed at, much like
what is usually done with the CRSR keys. If you call the routine,
'STOPMOUS', then the pointer is not only hidden, but its location also is
not updated. It will remain frozen in the spot it was in when the routine
was called. The buttons are still active so that you can still check for
either button being pressed. Either 'SHOWMOUS' or 'HIDEMOUS' will then make
the mouse active again. 'HIDEMOUS' will leave the pointer hidden.
The following is a list of available routines and variables along with
their locations in memory:
Name ML Basic Description
-------------------------------------------------------------------------
INSTALL JSR $1300 SYS 4864 Initially installs the mouse wedge
REMOVE JSR $1303 SYS 4867 Removes the mouse wedge from the system.
HIDEMOUS JSR $1306 SYS 4870 Hides the pointer from view.
SHOWMOUS JSR $1309 SYS 4873 Displays the pointer on the screen.
STOPMOUS JSR $130C SYS 4876 Stops the mouse and hides it.
CKSTATUS JSR $130F SYS 4879 Check location of mouse on screen.
USERJUMP JSR $1312 SYS 4882 User callable according to buttons.
(Locations $1315-$1317 are not used. They are reserved for future use.)
There are a number of variables that may be read or set. Here is a
listing of those variables, their location offset in relation to the
starting address and a brief description.
The following bytes define the region in which to confine the mouse pointer.
The default settings are for the entire screen.
LTXLIMIT +24,25 Left border (lsb,msb) (0-319)
UPYLIMIT +26 Upper border (0-199)
RTXLIMIT +27,28 Right border (lsb,msb) (0-319)
LOYLIMIT +29 Lower border (0-199)
the following locations define the present location of the mouse. These are
best checked by machine language. When using BASIC, the mouse could move
between the time it takes to check the X position and the Y position.
XCHAR +30 Column location of the mouse.
YCHAR +31 Row location of the mouse.
CXPOS +32,33 Horizontal pixel location of the mouse.
CYPOS +34 Vertical pixel location of the mouse
From BASIC, (or ML) you could check these locations after accessing the
routine called 'CKSTATUS' at $130F with a SYS 4879. The exact location of
the mouse when 'CKSTATUS' is accessed is saved here until the next time the
routine is accessed.
BXCHAR +35 Column location.
BYCHAR +36 Row location.
BCXPOS +37,38 Horizontal pixel location.
BCYPOS +39 Vertical pixel location.
These next two locations may be set in order to place the mouse pointer at a
specific location on the screen. 'SETXPOS' should be set to a two-byte
value ranging from 0-319, and 'SETYPOS' should be 0-199. Always POKE the
value into SETXPOS+1 last, because after MOUSE 80 checks these bytes, bit 7
of SETXPOS+1 will be set which makes MOUSE 80 ignore these values. If you
were to set this location before the other three (from BASIC), they would
most likely be read before you are done setting the other bytes and so the
mouse would not be placed in the desired location. From machine language,
it is not a problem since you can disable the interrupts first.
SETXPOS +40,41 Place pointer at this X location.
SETYPOS +42 Place pointer at this Y location.
LTBUTTON +43 Current status of left