This article is from the Apple II Csa2 FAQ, by Jeff Hurlburt with numerous contributions by others.
Only the high bit of these locations is valid. When the high bit of
either location becomes 0 then the corresponding analog input has timed out.
You will actually get more accurate results by reading them one after the
other with the accumulator set to 8 bits wide and the index registers used to
hold the counts (16 bits wide). This allows for a much faster loop, giving
better resolution. Assuming that this routine is called from full native mode,
the following code will do the trick:
strobe equ $C070 ; analog input timing reset
pdl0 equ $C064 ; analog input 0
pdl1 equ $C065 ; analog input 1
start php ; save processor status register
phb ; and data bank register
sep #%100000 ; make accumulator 8 bits wide
lda #0 ; make data bank = 0
pha
plb
ldx #0 ; initialize the counters
txy
lda strobe ; strobe the timing reset
loop1 inx ; increment pdl0 count
lda pdl0 ; is high bit = 0?
bmi loop1 ; no, keep checking
lda strobe ; yes, strobe the timing reset again
loop2 iny ; increment pdl1 counter
lda pdl1 ; is high bit = 0?
bmi loop2 ; no, keep checking
plb ; yes, restore data bank
plp ; and processor status register
rts ; return to caller (could be RTL)
Notice that the actual counting loops are only 9 cycles long. This gives the
best possible resolution. You will need your counters to be 16 bits wide as
the results will easily overflow the capacity of an 8 bit counter.
Using memory locations as counters will only serve to slow the counting
loop down. If X and Y contain valid data before entry, you will need to save
them off to the stack and pull them back in after interpreting the joystick
results. I have used this exact method to read the analog inputs on my Science
Toolkit box which connects to the joystick port.
The results have been extremely accurate (much more than would be needed
for a game which reads the joystick).
By: tgeer@pro-gumbo.cts.com (System Administrator)
 
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