The Art of
ASSEMBLY LANGUAGE PROGRAMMING

Chapter Twenty Four (Part 2)

Table of Content

Chapter Twenty Four (Part 4)

CHAPTER TWENTY FOUR:
THE PC GAME ADAPTER (Part 3)
24.6 - An SGDI Driver for the CH Products' Flight Stick Pro'
24.6 An SGDI Driver for the CH Products' Flight Stick Pro'

The CH Product's FlightStick Pro joystick is a good example of a specialized product for which the SGDI driver is a perfect solution. The FlightStick Pro provides three pots and five switches the fifth switch being a special five-position cooley switch. Although the pots on the FlightStick Pro map to three of the analog inputs on the standard game adapter card (pots zero one and three) there are insufficient digital inputs to handle the eight inputs necessary for the FlightStick Pro's four buttons and cooley switch.

The FlightStick Pro (FSP) uses some electronic circuitry to map these eight switch positions to four input bits. To do so they place one restriction on the use of the FSP switches - you can only press one of them at a time. If you hold down two or more switches at the same time the FSP hardware selects one of the switches and reports that value; it ignores the other switches until you release the button. Since only one switch can be read at a time the FSP hardware generates a four bit value that determines the current state of the switches. It returns these four bits as the switch values on the standard game adapter card. The following table lists the values for each of the switches:

FlightStick Pro Switch Return Values
Value (binary) Priority Switch Position
0000 Highest Up position on the cooley switch.
0100 7 Right position on the cooley switch.
1000 6 Down position on the cooley switch.
1100 5 Left position on the cooley switch.
1110 4 Trigger on the joystick.
1101 3 Leftmost button on the joystick.
1011 2 Rightmost button on the joystick.
0111 Lowest Middle button on the joystick.
1111 - No buttons currently down.

Note that the buttons look just like a single button press. The cooley switch positions contain a position value in bits six and seven; bits four and five always contain zero when the cooley switch is active.

The SGDI driver for the FlightStick Pro is very similar to the standard game adapter card SGDI driver. Since the FlightStick Pro only provides three pots this code doesn't bother trying to read pot 2 (which is non-existent). Of course the switches on the FlightStick Pro are quite a bit different than those on standard joysticks so the FSP SGDI driver maps the FPS switches to eight of the SGDI logical switches. By reading switches zero through seven you can test the following conditions on the FSP:

Flight Stick Pro SGDI Switch Mapping
This SGDI Switch number: Maps to this FSP Switch:
0 Trigger on joystick.
1 Left button on joystick.
2 Middle button on joystick.
3 Right button on joystick.
4 Cooley up position.
5 Cooley left position.
6 Cooley right position.
7 Cooley down position.

The FSP SGDI driver contains one other novel feature it will allow the user to swap the functions of the left and right switches on the joystick. Many games often assign important functions to the trigger and left button since they are easiest to press (right handed players can easily press the left button with their thumb). By typing "LEFT" on the command line the FSP SGDI driver will swap the functions of the left and right buttons so left handed players can easily activate this function with their thumb as well.

The following code provides the complete listing for the FSPSGDI driver. Note that you can use the same test program from the previous section to test this driver.

                .286
page    58
132
name    FSPSGDI
title   FSPSGDI (CH Products Standard Game Device Interface).

; FSPSGDI.EXE
;
;       Usage:
;               FSPSDGI {LEFT}
;
; This program loads a TSR which patches INT 15 so arbitrary game programs
; can read the CH Products FlightStick Pro joystick in a portable fashion.


wp              equ     <word ptr>
byp             equ     <byte ptr>



; We need to load cseg in memory before any other segments!

cseg            segment para public 'code'
cseg            ends


; Initialization code
which we do not need except upon initial load

; goes in the following segment:

Initialize      segment para public 'INIT'
Initialize      ends

; UCR Standard Library routines which get dumped later on.

.xlist
include         stdlib.a
includelib      stdlib.lib
.list

sseg            segment para stack 'stack'
sseg            ends

zzzzzzseg       segment para public 'zzzzzzseg'
zzzzzzseg       ends



CSEG            segment para public 'CODE'
assume  cs:cseg
ds:nothing

Int15Vect       dword   0

PSP             word    ?

; Port addresses for a typical joystick card:

JoyPort         equ     201h
JoyTrigger      equ     201h


CurrentReading word     0

Pot             struc
PotMask         byte    0               ;Pot mask for hardware.
DidCal          byte    0               ;Is this pot calibrated?
min             word    5000            ;Minimum pot value
max             word    0               ;Max pot value
center          word    0               ;Pot value in the middle
Pot             ends

Pot0            Pot     <1>
Pot1            Pot     <2>
Pot3            Pot     <8>


; SwapButtons-  0 if we should use normal flightstick pro buttons

;               1 if we should swap the left and right buttons.

SwapButtons     byte    0

; SwBits- the four bit input value from the Flightstick Pro selects one
;        of the following bit patterns for a given switch position.

SwBits          byte    10h             ;Sw4
byte    0               ;NA
byte    0               ;NA
byte    0               ;NA
byte    40h             ;Sw6
byte    0               ;NA
byte    0               ;NA
byte    4               ;Sw 2

byte    80h             ;Sw 7
byte    0               ;NA
byte    0               ;NA
byte    8               ;Sw 3
byte    20h             ;Sw 5
byte    2               ;Sw 1
byte    1               ;Sw 0
byte    0               ;NA

SwBitsL         byte    10h             ;Sw4
byte    0               ;NA
byte    0               ;NA
byte    0               ;NA
byte    40h             ;Sw6
byte    0               ;NA
byte    0               ;NA
byte    4               ;Sw 2

byte    80h             ;Sw 7
byte    0               ;NA
byte    0               ;NA
byte    2               ;Sw 3
byte    20h             ;Sw 5
byte    8               ;Sw 1
byte    1               ;Sw 0
byte    0               ;NA



; The IDstring address gets passed back to the caller on a testpresence
; call. The four bytes before the IDstring must contain the serial number
; and current driver number.

SerialNumber    byte    0
0
0
IDNumber        byte    0
IDString        byte    "CH Products:Flightstick Pro"
0
byte    "Written by Randall Hyde"
0


;============================================================================
;
; ReadPots-     AH contains a bit mask to determine which pots we should read.
;               Bit 0 is one if we should read pot 0
bit 1 is one if we should
;               read pot 1
bit 3 is one if we should read pot 3. All other bits
;               will be zero.
;
;       This code returns the pot values in SI
BX
BP
and DI for Pot 0
1

;       2
& 3.
;

ReadPots        proc    near
sub     bp
bp
mov     si
bp
mov     di
bp
mov     bx
bp

; Wait for pots to finish any past junk:

mov     dx
JoyPort
out     dx
al                  ;Trigger pots
mov     cx
400h
Wait4Pots:      in      al
dx
and     al
0Fh
loopnz  Wait4Pots

; Okay
read the pots:

mov     dx
JoyTrigger
out     dx
al                  ;Trigger pots
mov     dx
JoyPort
mov     cx
8000h               ;Don't let this go on forever.
PotReadLoop:    in      al
dx
and     al
ah
jz      PotReadDone
shr     al
1
adc     si
0
shr     al
1
adc     bp
0
shr     al
2
adc     di
0
loop    PotReadLoop
PotReadDone:
ret
ReadPots        endp

;----------------------------------------------------------------------------
;
; Normalize-    BX contains a pointer to a pot structure
AX contains
;               a pot value. Normalize that value according to the
;               calibrated pot.
;
; Note: DS must point at cseg before calling this routine.


assume  ds:cseg
Normalize       proc    near
push    cx

; Sanity check to make sure the calibration process went okay.

cmp     [bx].Pot.DidCal
0
je      BadNorm
mov     dx
[bx].Pot.Center
cmp     dx
[bx].Pot.Min
jbe     BadNorm
cmp     dx
[bx].Pot.Max
jae     BadNorm

; Clip the value if it is out of range.

cmp     ax
[bx].Pot.Min
ja      MinOkay
mov     ax
[bx].Pot.Min
MinOkay:

cmp     ax
[bx].Pot.Max
jb      MaxOkay
mov     ax
[bx].Pot.Max
MaxOkay:

; Scale this guy around the center:

cmp     ax
[bx].Pot.Center
jb      Lower128

; Scale in the range 128..255 here:

sub     ax
[bx].Pot.Center
mov     dl
ah                  ;Multiply by 128
mov     ah
al
mov     dh
0
mov     al
dh
shr     dl
1
rcr     ax
1
mov     cx
[bx].Pot.Max
sub     cx
[bx].Pot.Center
jz      BadNorm                 ;Prevent division by zero.
div     cx                      ;Compute normalized value.
add     ax
128                 ;Scale to range 128..255.
cmp     ah
0
je      NormDone
mov     ax
0ffh                ;Result must fit in 8 bits!
jmp     NormDone

; Scale in the range 0..127 here:

Lower128:       sub     ax
[bx].Pot.Min
mov     dl
ah                  ;Multiply by 128
mov     ah
al
mov     dh
0
mov     al
dh
shr     dl
1
rcr     ax
1
mov     cx
[bx].Pot.Center
sub     cx
[bx].Pot.Min
jz      BadNorm
div     cx                      ;Compute normalized value.
cmp     ah
0
je      NormDone
mov     ax
0ffh                ;Result must fit in 8 bits!
jmp     NormDone

BadNorm:        sub     ax
ax
NormDone:       pop     cx
ret
Normalize       endp
assume  ds:nothing

;============================================================================
; INT 15h handler functions.
;============================================================================
;
; Although these are defined as near procs
they are not really procedures.
; The MyInt15 code jumps to each of these with BX
a far return address
and
; the flags sitting on the stack. Each of these routines must handle the
; stack appropriately.
;
;----------------------------------------------------------------------------
; BIOS- Handles the two BIOS calls
DL=0 to read the switches
DL=1 to
;       read the pots. For the BIOS routines
we'll ignore the cooley
;       switch (the hat) and simply read the other four switches.

BIOS            proc    near
cmp     dl
1                   ;See if switch or pot routine.
jb      Read4Sw
je      ReadBIOSPots
pop     bx
jmp     cs:Int15Vect            ;Let someone else handle it!

Read4Sw:                push    dx
mov     dx
JoyPort
in      al
dx
shr     al
4
mov     bl
al
mov     bh
0
cmp     cs:SwapButtons
0
je      DoLeft2
mov     al
cs:SwBitsL[bx]
jmp     SBDone

DoLeft2:        mov     al
cs:SwBits[bx]
SBDone:         rol     al
4           ;Put Sw0..3 in upper bits and make
not     al              ; 0=switch down
just like game card.
pop     dx
pop     bx
iret

ReadBIOSPots:   pop     bx              ;Return a value in BX!
push    si
push    di
push    bp
mov     ah
0bh
call    ReadPots
mov     ax
si
mov     bx
bp
mov     dx
di
sub     cx
cx
pop     bp
pop     di
pop     si
iret
BIOS            endp


;----------------------------------------------------------------------------
;
; ReadPot-      On entry
DL contains a pot number to read.
;               Read and normalize that pot and return the result in AL.

assume  ds:cseg
ReadPot         proc    near
;;;;;;;;;;      push    bx              ;Already on stack.
push    ds
push    cx
push    dx
push    si
push    di
push    bp

mov     bx
cseg
mov     ds
bx

cmp     dl
0
jne     Try1
mov     ah
Pot0.PotMask
call    ReadPots
lea     bx
Pot0
mov     ax
si
call    Normalize
jmp     GotPot

Try1:           cmp     dl
1
jne     Try3
mov     ah
Pot1.PotMask
call    ReadPots
lea     bx
Pot1
mov     ax
bp
call    Normalize
jmp     GotPot

Try3:           cmp     dl
3
jne     BadPot
mov     ah
Pot3.PotMask
call    ReadPots
lea     bx
Pot3
mov     ax
di
call    Normalize
jmp     GotPot

BadPot:         sub     ax
ax          ;Question: Should we pass this on
; or just return zero?
GotPot:         pop     bp
pop     di
pop     si
pop     dx
pop     cx
pop     ds
pop     bx
iret
ReadPot         endp
assume  ds:nothing


;----------------------------------------------------------------------------
;
; ReadRaw-      On entry
DL contains a pot number to read.
;               Read that pot and return the unnormalized result in AL.

assume  ds:cseg
ReadRaw         proc    near
;;;;;;;;;;      push    bx              ;Already on stack.
push    ds
push    cx
push    dx
push    si
push    di
push    bp

mov     bx
cseg
mov     ds
bx

cmp     dl
0
jne     Try1
mov     ah
Pot0.PotMask
call    ReadPots
mov     ax
si
jmp     GotPot

Try1:           cmp     dl
1
jne     Try3
mov     ah
Pot1.PotMask
call    ReadPots
mov     ax
bp
jmp     GotPot

Try3:           cmp     dl
3
jne     BadPot
mov     ah
Pot3.PotMask
call    ReadPots
mov     ax
di
jmp     GotPot

BadPot:         sub     ax
ax          ;Just return zero.
GotPot:         pop     bp
pop     di
pop     si
pop     dx
pop     cx
pop     ds
pop     bx
iret
ReadRaw         endp
assume  ds:nothing


;----------------------------------------------------------------------------
; Read4Pots-    Reads pots zero
one
two
and three returning their
;               values in AL
AH
DL
and DH. Since the flightstick
;               Pro doesn't have a pot 2 installed
return zero for
;               that guy.

Read4Pots       proc    near
;;;;;;;;;;;     push    bx              ;Already on stack
push    ds
push    cx
push    si
push    di
push    bp

mov     dx
cseg
mov     ds
dx

mov     ah
0bh         ;Read pots 0
1
and 3.
call    ReadPots

mov     ax
si
lea     bx
Pot0
call    Normalize
mov     cl
al

mov     ax
bp
lea     bx
Pot1
call    Normalize
mov     ch
al

mov     ax
di
lea     bx
Pot3
call    Normalize
mov     dh
al          ;Pot 3 value.
mov     ax
cx          ;Pots 0 and 1.
mov     dl
0           ;Pot 2 is non-existant.

pop     bp
pop     di
pop     si
pop     cx
pop     ds
pop     bx
iret
Read4Pots       endp




;----------------------------------------------------------------------------
; CalPot-       Calibrate the pot specified by DL. On entry
AL contains
;               the minimum pot value (it better be less than 256!)
BX
;               contains the maximum pot value
and CX contains the centered
;               pot value.

assume  ds:cseg
CalPot          proc    near
pop     bx              ;Retrieve maximum value
push    ds
push    si
mov     si
cseg
mov     ds
si

; Sanity check on parameters
sort them in ascending order:

mov     ah
0
cmp     bx
cx
ja      GoodMax
xchg    bx
cx
GoodMax:        cmp     ax
cx
jb      GoodMin
xchg    ax
cx
GoodMin:        cmp     cx
bx
jb      GoodCenter
xchg    cx
bx
GoodCenter:


; Okay
figure out who were supposed to calibrate:

lea     si
Pot0
cmp     dl
1
jb      DoCal
lea     si
Pot1
je      DoCal
cmp     dl
3
jne     CalDone
lea     si
Pot3

DoCal:          mov     [si].Pot.min
ax
mov     [si].Pot.max
bx
mov     [si].Pot.center
cx
mov     [si].Pot.DidCal
1
CalDone:        pop     si
pop     ds
iret
CalPot          endp
assume  ds:nothing


;----------------------------------------------------------------------------
; TestCal-      Just checks to see if the pot specified by DL has already
;               been calibrated.

assume  ds:cseg
TestCal         proc    near
;;;;;;;;        push    bx              ;Already on stack
push    ds
mov     bx
cseg
mov     ds
bx

sub     ax
ax          ;Assume no calibration
lea     bx
Pot0
cmp     dl
1
jb      GetCal
lea     bx
Pot1
je      GetCal
cmp     dl
3
jne     BadCal
lea     bx
Pot3

GetCal:         mov     al
[bx].Pot.DidCal
mov     ah
0
BadCal:         pop     ds
pop     bx
iret
TestCal         endp
assume  ds:nothing


;----------------------------------------------------------------------------
;
; ReadSw-       Reads the switch whose switch number appears in DL.

SwTable         byte    11100000b
11010000b
01110000b
10110000b
byte    00000000b
11000000b
01000000b
10000000b

SwTableL        byte    11100000b
10110000b
01110000b
11010000b
byte    00000000b
11000000b
01000000b
10000000b

ReadSw          proc    near
;;;;;;;         push    bx              ;Already on stack
mov     bl
dl          ;Save switch to read.
mov     bh
0
mov     dx
JoyPort
in      al
dx
and     al
0f0h
cmp     cs:SwapButtons
0
je      DoLeft0
cmp     al
cs:SwTableL[bx]
jne     NotDown
jmp     IsDown

DoLeft0:        cmp     al
cs:SwTable[bx]
jne     NotDown

IsDown:         mov     ax
1
pop     bx
iret

NotDown:        sub     ax
ax
pop     bx
iret
ReadSw          endp


;----------------------------------------------------------------------------
;
; Read16Sw-     Reads all eight switches and returns their values in AX.

Read16Sw        proc    near
;;;;;;;;        push    bx              ;Already on stack
mov     ah
0           ;Switches 8-15 are non-existant.
mov     dx
JoyPort
in      al
dx
shr     al
4
mov     bl
al
mov     bh
0
cmp     cs:SwapButtons
0
je      DoLeft1
mov     al
cs:SwBitsL[bx]
jmp     R8Done

DoLeft1:        mov     al
cs:SwBits[bx]
R8Done:         pop     bx
iret
Read16Sw        endp


;****************************************************************************
;
; MyInt15-      Patch for the BIOS INT 15 routine to control reading the
;               joystick.

MyInt15         proc    far
push    bx
cmp     ah
84h         ;Joystick code?
je      DoJoystick
OtherInt15:     pop     bx
jmp     cs:Int15Vect

DoJoystick:             mov     bh
0
mov     bl
dh
cmp     bl
80h
jae     VendorCalls
cmp     bx
JmpSize
jae     OtherInt15
shl     bx
1
jmp     wp cs:jmptable[bx]

jmptable        word    BIOS
word    ReadPot
Read4Pots
CalPot
TestCal
word    ReadRaw
OtherInt15
OtherInt15
word    ReadSw
Read16Sw
JmpSize         =       ($-jmptable)/2


; Handle vendor specific calls here.

VendorCalls:    je      RemoveDriver
cmp     bl
81h
je      TestPresence
pop     bx
jmp     cs:Int15Vect

; TestPresence- Returns zero in AX and a pointer to the ID string in ES:BX

TestPresence:   pop     bx              ;Get old value off stack.
sub     ax
ax
mov     bx
cseg
mov     es
bx
lea     bx
IDString
iret

; RemoveDriver-If there are no other drivers loaded after this one in
;                memory
disconnect it and remove it from memory.

RemoveDriver:
push    ds
push    es
push    ax
push    dx

mov     dx
cseg
mov     ds
dx

; See if we're the last routine patched into INT 15h

mov     ax
3515h
int     21h
cmp     bx
offset MyInt15
jne     CantRemove
mov     bx
es
cmp     bx
wp seg MyInt15
jne     CantRemove

mov     ax
PSP         ;Free the memory we're in
mov     es
ax
push    es
mov     ax
es:[2ch]    ;First
free env block.
mov     es
ax
mov     ah
49h
int     21h
;
pop     es              ;Now free program space.
mov     ah
49h
int     21h

lds     dx
Int15Vect   ;Restore previous int vect.
mov     ax
2515h
int     21h

CantRemove:     pop     dx
pop     ax
pop     es
pop     ds
pop     bx
iret
MyInt15         endp
cseg            ends



; The following segment is tossed when this code goes resident.

Initialize      segment para public 'INIT'
assume  cs:Initialize
ds:cseg
Main            proc
mov     ax
cseg        ;Get ptr to vars segment
mov     es
ax
mov     es:PSP
ds      ;Save PSP value away
mov     ds
ax

mov     ax
zzzzzzseg
mov     es
ax
mov     cx
100h
meminit2

print
byte    "Standard Game Device Interface driver"
cr
lf
byte    "CH Products Flightstick Pro"
cr
lf
byte    "Written by Randall Hyde"
cr
lf
byte    cr
lf
byte    "'FSPSGDI LEFT' swaps the left and right buttons for "
byte    "left handed players"
cr
lf
byte    "'FSPSGDI REMOVE' removes the driver from memory"
byte    cr
lf
lf
byte    0

mov     ax
1
argv                    ;If no parameters
empty str.
stricmpl
byte    "LEFT"
0
jne     NoLEFT
mov     SwapButtons
1
print
byte    "Left and right buttons swapped"
cr
lf
0
jmp     SwappedLeft

NoLEFT:         stricmpl
byte    "REMOVE"
0
jne     NoRmv
mov     dh
81h
mov     ax
84ffh
int     15h             ;See if we're already loaded.
test    ax
ax          ;Get a zero back?
jz      Installed
print
byte    "SGDI driver is not present in memory
REMOVE "
byte    "command ignored."
cr
lf
0
mov     ax
4c01h       ;Exit to DOS.
int     21h

Installed:      mov     ax
8400h
mov     dh
80h         ;Remove call
int     15h
mov     ax
8400h
mov     dh
81h         ;TestPresence call
int     15h
cmp     ax
0
je      NotRemoved
print
byte    "Successfully removed SGDI driver from memory."
byte    cr
lf
0
mov     ax
4c01h       ;Exit to DOS.
int     21h

NotRemoved:     print
byte    "SGDI driver is still present in memory."
cr
lf
0
mov     ax
4c01h       ;Exit to DOS.
int     21h



NoRmv:


; Okay
Patch INT 15 and go TSR at this point.

SwappedLeft:    mov     ax
3515h
int     21h
mov     wp Int15Vect
bx
mov     wp Int15Vect+2
es

mov     dx
cseg
mov     ds
dx
mov     dx
offset MyInt15
mov     ax
2515h
int     21h

mov     dx
cseg
mov     ds
dx
mov     dx
seg Initialize
sub     dx
ds:psp
add     dx
2
mov     ax
3100h               ;Do TSR
int     21h
Main            endp

Initialize      ends

sseg            segment para stack 'stack'
word    128 dup (0)
endstk          word    ?
sseg            ends

zzzzzzseg       segment para public 'zzzzzzseg'
byte    16 dup (0)
zzzzzzseg       ends
end     Main

Chapter Twenty Four (Part 2)

Table of Content

Chapter Twenty Four (Part 4)

Chapter Twenty Four: The PC Game Adapter (Part 3)
29 SEP 1996