Overview
Read joystick input from the custom chip register JOY1DAT. The Amiga uses quadrature encoding, requiring an XOR operation to decode vertical movement. Horizontal directions are read directly from specific bits. This pattern provides smooth, continuous movement.
Code
; =============================================================================
; JOYSTICK READING - AMIGA
; Read joystick port 2 via JOY1DAT
; Taught: Game 1 (Signal), Unit 2
; CPU: ~20 cycles | Memory: ~30 bytes
; =============================================================================
CUSTOM equ $dff000
JOY1DAT equ $00c ; Joystick port 2 data (offset from CUSTOM)
; Read joystick directions
; Input: A5 = CUSTOM chip base
; Output: D0 = decoded directions
; Bit 8 = up, Bit 0 = down
; Bit 9 = left, Bit 1 = right
read_joystick:
move.w JOY1DAT(a5),d0 ; Read joystick data
move.w d0,d1
lsr.w #1,d1 ; Shift for XOR decode
eor.w d1,d0 ; Decode vertical movement
rts
Usage:
lea CUSTOM,a5 ; Set up custom chip base
mainloop:
bsr wait_vblank
bsr read_joystick ; D0 = directions
; Check directions using BTST
btst #8,d0 ; Up?
beq.s .no_up
sub.w #MOVE_SPEED,player_y
.no_up:
btst #0,d0 ; Down?
beq.s .no_down
add.w #MOVE_SPEED,player_y
.no_down:
btst #9,d0 ; Left?
beq.s .no_left
sub.w #MOVE_SPEED,player_x
.no_left:
btst #1,d0 ; Right?
beq.s .no_right
add.w #MOVE_SPEED,player_x
.no_right:
bra mainloop
Trade-offs
| Aspect | Cost |
|---|---|
| CPU | ~20 cycles |
| Memory | ~30 bytes |
| Limitation | No edge detection (continuous input) |
When to use: Games with smooth, continuous movement (shooters, racing).
When to avoid: Grid-based games where you want single-step movement per press.
How It Works
The Amiga joystick uses quadrature encoding (like a mouse). The JOY1DAT register returns:
- Bits 1 and 9: Directly indicate right and left
- Bits 0 and 8: Require XOR decoding for down and up
The XOR decode formula:
decoded = raw XOR (raw >> 1)
This converts the quadrature signals into simple direction flags.
Direction Bit Reference
| Bit | Direction | Check |
|---|---|---|
| 8 | Up | btst #8,d0 |
| 0 | Down | btst #0,d0 |
| 9 | Left | btst #9,d0 |
| 1 | Right | btst #1,d0 |
Fire Button
The fire button is read from CIA-A PRA ($BFE001), not the custom chips. The two joystick ports map to different bits:
| Bit | Port | Common use |
|---|---|---|
| 7 | Port 0 (left) | Mouse / second joystick |
| 6 | Port 1 (right) | Primary joystick |
btst #6,$bfe001 ; Joystick port 1 fire (active low)
beq.s fire_pressed ; Branch if pressed
Use bit 7 if you're reading port 0 (JOY0DAT) for a mouse or second player.
Port 0 (mouse port) reading
To read the mouse / second joystick on port 0, use JOY0DAT ($DFF00A) instead of JOY1DAT:
JOY0DAT equ $00a ; Joystick port 0 / mouse data
read_port0:
move.w JOY0DAT(a5),d0
move.w d0,d1
lsr.w #1,d1
eor.w d1,d0 ; Same XOR decode as port 1
rts
Reading the mouse rather than a joystick yields delta values via the same quadrature encoding — different decode logic if you want pixel-precise mouse movement, but for "two-player digital joystick" the same decode works.
Related
Patterns: VBlank Game Loop
Vault: Commodore Amiga