Gamepad code: Difference between revisions

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(→‎For Nesasm: removing this code block because is very strange and of dubious use for beginners or as reference (e.g. a jump table entry for each bit read, instead of just storing them? really??))
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==For [[ca65]]==
#REDIRECT [[Controller reading]]
I am a big fan of structured code, so this coding style will be a bit different from the nesasm version above. [http://www.cc65.org/doc/ca65-5.html#ss5.5 This] describes the nameless loops used in the code you see below.
 
=== Reading pressed buttons ===
The result byte ''buttons'' should be placed in zero page to save a cycle each time through the loop.
<pre>
; we reserve one byte for storing the data that is read from controller
.zeropage
buttons .res 1
</pre>
 
When reading from ''JOYPAD*'' what is read might be different from $01/$00 for various reasons. (See [[Controller port registers]].) In this code the only concern is bit 0 read from ''JOYPAD*.''.
<pre>
JOYPAD1 = $4016
JOYPAD2 = $4017
</pre>
 
This is the end result that will be stored in ''buttons''. '''1''' if the button was pressed, '''0''' otherwise.
<pre>
bit:  7    6    5    4    3    2    1    0
button: A    B  Select Start  Up  Down  Left  Right
</pre>
 
This subroutine takes 132 cycles to execute but ignores the Famicom expansion controller.
It uses a [[wikipedia:Ring counter|ring counter]] technique: $01 is loaded into the result first, and once eight bits are shifted in, the 1 bit will be shifted out, terminating the loop.
<pre>
; At the same time that we strobe bit 0, we initialize the ring counter
; so we're hitting two birds with one stone here
readjoy:
  lda #$01
  sta JOYPAD1
  sta buttons
  lsr a        ; now A is 0
  sta JOYPAD1
:
  lda JOYPAD1
  lsr a       ; bit0 -> Carry
  rol buttons  ; Carry -> bit0; bit 7 -> Carry
  bcc :-
  rts
</pre>
 
Adding support for controllers on the Famicom's DA15 expansion port and for player 2's controller is straightforward.
<pre>
.zeropage
buttons1: .res 1
buttons2: .res 1
 
.code
readjoy:
  lda #$01
  sta JOYPAD1
  sta buttons2  ; player 2's buttons double as a ring counter
  lsr a        ; now A is 0
  sta JOYPAD1
:
  lda JOYPAD1
  and #$03      ; ignore bits other than controller
  cmp #$01      ; Set carry if and only if nonzero
  rol buttons1  ; Carry -> bit0; bit 7 -> Carry
  lda JOYPAD2  ; Repeat
  and #$03
  cmp #$01
  rol buttons2  ; Carry -> bit0; bit 7 -> Carry
  bcc :-
  rts
</pre>
 
If your code is intended to be used with [[APU DMC]] playback this code will need to be altered. The NES occasionally glitches the controller port twice in a row if sample playback is enabled, and games using samples need to work around this. For example, ''Super Mario Bros. 3'' reads each controller's data at least two times each frame. First it reads it as normal, then it reads it again. If the two results differ, it does the procedure all over.

Latest revision as of 17:00, 24 January 2023

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