[comp.sys.amiga] Amiga's Worst Enemy -- Fixed Addresses!

daveh@cbmvax.cbm.UUCP (Dave Haynie) (05/26/87)

in article <1183@charon.unm.edu>, hansb@ariel.unm.edu (Richard Harris PSYCHOLOGY) says:
> Keywords: Developers programmers comercial software MCC EA DeluxePaint
> 
> What are the hardware memory locations for the right mouse button?
> I have found the left button's location, $BFE001, but the MANUAL
> does not mention the right button even once.  There is another location,
> $BFD100, that mentions /sel0 /sel1 /sel2 /sel3, but absolutely no
> documentation on what they are expecting.
> 
> Hans Bechtel

PLEASE don't do that!  Do you want to end up turning the Amiga into an C64,
an IBM PC, or an Atari ST!  Using fixed addresses like you are will do that
in no time flat.

You can usually get away with accessing the mouse/joystick ports at a high
level.  Try the input.device if you're not satisfied with the performance
of Iutuition's mouse-events.  If that's not sufficient, the gameport.device
can be used.  If you want to go still closer to the hardware, the 
cia.resource will let you get at the CIA chips directly, while still avoiding
the problems associated with using absolute addressing of the mouse ports.
If you go through the operating system properly, you'll avoid conflicts that
your direct-access code might cause with other tasks.  Also, when the mouse
ports on the Amiga 10,000 are in a different memory location, your software 
will still work.  
-- 
Dave Haynie     Commodore-Amiga    Usenet: {ihnp4|caip|rutgers}!cbmvax!daveh
"The A2000 Guy"                    BIX   : hazy
	"These are the days of miracle and wonder" -P. Simon