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Analogue Hall Effect Arcade joystick for the Vectrex?

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I think you've done a great job as usual, Jim! 👍

If I had some kind of Arcade cabinet to put this in, I'd be all over it! 😁

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That's great! Funny, that I finished today a "poor man's version" of an analog vectrex Flight stick, made only with parts that I happened to have. 🙂



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Here's some sneaky code (easily enough converted to ASM) that will take an analog joystick position and work out the direction of the handle, snapped to 16 compass points.  (I eventually managed to tweak this to avoid any expensive divides. There are a few 16 bit comparisons though.) Might come in useful.


(Do your own magnitude test if you need that too - remember comparing x^2+y^2 against r^2 is cheaper than comparing the square roots of both and gives the same result.)


static const int map[4][5] = {  
   {0, 1, 2, 3, 4},
   {8, 7, 6, 5, 4},
   {0, 15, 14, 13, 12},
   {8, 9, 10, 11, 12}

int sector(int x, int y) { 
  long tangent; 
  int quadrant = 0;
  if (x > 0) x = -x; else quadrant |= 2; 
  if (y > 0) y = -y; else quadrant |= 1;
  if (y != 0) {
    tangent = (long)x*32L;   
    if (tangent > y*6L  ) return map[quadrant][0]; 
    if (tangent > y*21L ) return map[quadrant][1]; 
    if (tangent > y*47L ) return map[quadrant][2]; 
    if (tangent > y*160L) return map[quadrant][3]; 
  return map[quadrant][4];

Full test program in http://gtoal.com/vectrex/joystick-direction.c.html


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