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[[File:NES-Controller-Flat.jpg|400px|thumb|right|Standard NES controller]]
All NES units come with at least one standard controller - without it, you wouldn't be able to play any games!
All NES units come with at least one standard controller - without it, you wouldn't be able to play any games!


Standard controllers can be used in both controller ports, or in a [[Four score]] accessory.
Standard controllers can be used in both controller ports, or in a [[Four score]] accessory.


See also [[Controller Reading]]
:''For code examples, see: [[Controller reading code]]''


=== Input ($4016 write) ===
== Report ==
The standard NES controller will report 8 bits on its data line:
 
0 - A
1 - B
2 - Select
3 - Start
4 - Up
5 - Down
6 - Left
7 - Right
 
After 8 bits are read, all subsequent bits will report 1 on a standard NES controller, but third party and other controllers may report other values here.
 
If using DPCM audio samples, read conflicts must be corrected with a software technique. The most common symptom of this is spurious Right presses as the DPCM
conflict deletes one bit of the report, and an extra 1 bit appears in the Right press position. See: [[Controller reading#DPCM conflict|Controller reading: DPCM conflict]].
 
== Input ($4016 write) ==


  7  bit  0
  7  bit  0
Line 13: Line 31:
         +- Controller shift register strobe
         +- Controller shift register strobe


While S (strobe) is high, the shift registers in the controllers are continuously reloaded from the button states, and reading $4016/$4017 will keep returning the current state of the first button (A). Once S goes low, this reloading will stop. Hence a 1/0 write sequence is required to get the button states, after which the buttons can be read back one at a time.
While S ([[Glossary|strobe]]) is high, the shift registers in the controllers are continuously reloaded from the button states, and reading $4016/$4017 will keep returning the current state of the first button (A). Once S goes low, this reloading will stop. Hence a 1/0 write sequence is required to get the button states, after which the buttons can be read back one at a time.


(Note that bits 2-0 of $4016/write are stored in internal latches in the 2A03/07.)
(Note that bits 2-0 of $4016/write are stored in internal latches in the 2A03/07.)


=== Output ($4016/$4017 read) ===
== Output ($4016/$4017 read) ==


NES only, both $4016 and $4017:
  7  bit  0
  7  bit  0
  ---- ----
  ---- ----
  OOOx xxxD
  xxxx xMES
|||| ||||
      |||
|||| |||+- Serial controller data
      ||+- Primary controller status bit
|||+-+++-- Always 0
      |+-- Expansion controller status bit (Famicom)
+++------- Open bus
      +--- Microphone status bit (Famicom, $4016 only)
 
Though both are polled from a write to $4016, controller 1 is read through $4016, and controller 2 is separately read through $4017.
 
Each read reports one bit at a time through D0. The first 8 reads will indicate which buttons or directions are pressed (1 if pressed, 0 if not pressed).
All subsequent reads will return 1 on official Nintendo brand controllers but may return 0 on third party controllers such as the [[U-Force]].


Famicom $4016:
Status for each controller is returned as an 8-bit report in the following order: A, B, Select, Start, Up, Down, Left, Right.
bit 0
 
---- ----
In the NES and Famicom, the top three (or five) bits are not driven, and so retain the bits of the previous byte on the bus. Usually this is the most significant byte of the address of the controller port—0x40. Certain games (such as Paperboy) rely on this behavior and require that reads from the controller ports return exactly $40 or $41 as appropriate. ''See: [[Controller reading#Unconnected data lines and open bus|Controller reading: unconnected data lines]].''
OOOO OMFD
 
|||| ||||
When no controller is connected, the corresponding status bit will report 0. This is due to the presence of internal pull-up resistors, and the internal inverter. (See: [[Controller reading]])
|||| |||+- Famicom player 1 serial controller data
 
|||| ||+-- If available, Famicom player 3 serial controller data (0 otherwise)
=== Famicom ===
|||| |+--- Microphone in controller 2
 
++++-+---- Open bus
[[File:Nintendo-Famicom-Controller-II-FL.jpg|200px|thumb|right|Famicom second-player controller]]
The original Famicom's hard-wired second controller (II) is missing the Select and Start buttons. Its corresponding bits will read as 0, so Famicom games must not rely on the second player being able to push Start or Select.
 
This hard-wired second controller also contains a microphone, which gives an immediate 1-bit report at $4016 D2 whenever it is read.
 
The later AV Famicom used detachable controllers, with connectors identical to the NES. Its second controller was the same as the first, with Select and Start present, and no microphone.


Famicom $4017:
The expansion port of the Famicom could be used to connect external controllers. These gave the same standard 8-bit report, but through D1 instead of D0. It was common for Famicom games to combine D1 and D0 (logical OR) when reading to permit players to use expansion controllers instead, though several games do not support this<ref>[https://www.famicomworld.com/forum/index.php?topic=6701.msg167005#msg167005 Famicom World forum post]: Famicom games that do not work with pads connected through the expansion port.</ref>. Alternatively, these could be used as extra controllers for [[Four Score|4-player]] games.
bit 0
<div style="clear: both"></div>
---- ----
OOOx xxFD
|||| ||||
|||| |||+- Famicom player 2 serial controller data
|||| ||+-- If available, Famicom player 4 serial controller data (0 otherwise)
|||+-++--- Returns 0 unless something else is plugged into the [[Famicom expansion port pinout|Famicom expansion port]]
+++------- Open bus


AV Famicom:
== Hardware ==
LSB is the same as above; behavior for any other bit is unknown.


The first 8 reads will indicate which buttons are pressed (1 if pressed, 0 if not pressed); all subsequent reads will return D=1 on an authentic controller but may return D=0 on third party controllers.
The [[4021|4021 IC]] is an 8-bit parallel-to-serial shift register. This allows the 8 button states to be latched into the register simultaneously (parallel), then read out one bit at a time (serial).


Button status for each controller is returned as an 8-bit report in the following order: A, B, Select, Start, Up, Down, Left, Right. The Select and Start buttons are completely missing on the second controller of the plain Famicom.
From the [[controller port pinout]]s:
* '''OUT''' (<tt>$4016:0</tt>) controls the 4021's '''Parallel/Serial Control'''. When this goes high, the current state of the 8 buttons are read into the 4021's 8-bit register.
* '''CLK''' controls the 4021's '''Clock''' input. On a low-to-high transition this will shift each bit of the register to the next higher bit. This is normally held high, and becomes low during a read of <tt>$4016</tt> or <tt>$4017</tt>. When the read is finished, it returns high, triggering the shift to prepare for the next bit to be read.
* '''D0''' reads the 4021's '''Q8''' output. This is the current state of the last bit in the register. Note that the NES will invert this signal, so for the 4021 unpressed buttons are stored as 1, but will read to the NES CPU as 0.
* '''+5V''' powers the 4021 through its '''Vcc''' pin.
* '''GND''' provides ground to the 4021 through '''Vss''' but is also connected to its '''Serial In''' input, which will shift a 0 into each empty bit as the 4021 is clocked. This is why (after inversion) the standard controller will read back all 1s once the 8 buttons have been read.


In the NES and Famicom, the top three (or five) bits are not driven, and so retain the bits of the previous byte on the bus. Usually this is the most significant byte of the address of the controller port—0x40. Paperboy relies on this behavior and requires that reads from the controller ports return exactly $40 or $41 as appropriate.
Each of the 8 '''PI''' parallel input pins is connected to '''+5V''' through its own pull-up resistor (~10k), keeping it high normally. When a button is pressed, it connects the input to ground, bypassing the pull-up, creating a low signal when latched. '''PI-8''' corresponds to the first button read: the '''A''' button.


Because the Famicom controllers are permanently attached, some<sup>[which?]</sup> games allow the use of the player 3 and 4 data for players 1 and 2.
If using DPCM audio samples, read conflicts may occur requiring a software technique to correct for them. See: [[Controller reading#DPCM conflict|Controller reading: DPCM conflict]].


A Super NES controller can be wired to the NES controller port, and it returns a 16-bit report in a similar order: B, Y, Select, Start, Up, Down, Left, Right, A, X, L, R, then four 0 bits.
=== PAL ===


=== Hardware ===
Some PAL region consoles (for example FRA, HOL, NOE) have internal diodes on their controller port. (See: [[Controller port pinout#Protection_Diodes|Controller port pinout: Protection Diodes]])


The 4021 (or [http://www.datasheetcatalog.org/datasheet/philips/74HC_HCT165_CNV_2.pdf 74165]) IC is an 8-bit parallel-to-serial shift
These diodes prevent the Clock and Latch signals from functioning unless they are pulled high. PAL controllers for these regions (model NES-004E) each contain a 3.6KΩ resistor between these two inputs and 5V.<ref>[//forums.nesdev.org/viewtopic.php?p=238272#p238272 Forum post]: explaining PAL controller diodes and their function.</ref>
register. It has a pin "serial input", ordinarily used to chain the output of one shift register into the next one as seen in the Four Score or the Super NES controller. The serial input on the tail end of such a chain (or the only one in the case of an NES) can be tied to ground or Vcc, which determines the state of the output after all bits have been shifted out. If this is grounded, the shift register produces a 0 after all bits have been shifted out; if it's tied to Vcc, it produces a 1.


In the NES controller, this input is grounded. But because the signals from the controllers pass through an inverter before reaching the CPU, the register produces a 1 for all reads after the first eight.
On these systems, only PAL controllers with the pull-ups can be read. NTSC systems, along with early PAL market systems (at least SCN) can read controllers of either type. Modifying the internal controller port to bypass these diodes will make the PAL system compatible with both. Conversely, modifying a controller to add the pull-up resistors makes it compatible with both types of systems.


<span id="Bit_deletion"></span><span id="Double clock"></span>
This also extends to the 4-score peripheral: Model NESE-034 ver1.1 is also diode protected and will require pull-up-equipped controllers.
=== Evil Details ===


The CLK line for controller port is R/W nand (ADDRESS == $4016). When this transitions from high to low, the buffer inside the NES latches the output of the controller data lines, and when it transitions from low to high, the shift register in the controller shifts one bit.
=== Schematic ===


This can cause glitches if the [[APU DMC|DMC]] DMA is running, and happens to start a read in the same cycle that the CPU is trying to read from $4016 or $4017. Since the address bus will change for one cycle, the shift register will see an extra rising clock edge (a "double clock"), and the shift register will drop a bit out.
                      .-----\/-----.
The program will see this as a '''bit deletion''' from the serial data, and games using DMC will reread the controller to make sure no bit deletion happened.
*--------- A Button -|PI-8    Vcc|- 5V
See http://forums.nesdev.org/viewtopic.php?t=4116 for details and http://forums.nesdev.org/viewtopic.php?t=4124 for a reliable controller reading routine.
                  x -|Q6      PI-7|- B Button -------*
    +------------ D0 -|Q8      PI-6|- Select Button --*
*--|----- Up Button -|PI-4    PI-5|- Start Button ---*
*--|--- Down Button -|PI-3      Q7|- x                    |\
*--|--- Left Button -|PI-2  SerIn|- GND            GND -|o\
*--|-- Right Button -|PI-1  Clock|---+------------- CLK -|oo|- 5V
    |            GND -|Vss    Latch|---|--+---------- OUT -|oo|- D3 --x
    |                .____4021____.   |  |  +-------- D0 -|oo|- D4 --x
    |                                  |  |  |            .__.
    +----------------------------------|--|--+            (Port)
                                      |  |
8 x *--+--[ 10k ]-- 5V                |  | (PAL pullups)
        |                              +--|--[ 3.6k ]--+-- 5V
        |  __+__ (Button)                |            |
        +---o  o--- GND                  +--[ 3.6k ]--+


=== Turbo ===
== Turbo ==


A '''turbo controller''' such as the NES Max or NES Advantage is read just like a standard controller, but the user can switch some of its buttons to be toggled by an oscillator.
A '''turbo controller''' such as the NES Max or NES Advantage is read just like a standard controller, but the user can switch some of its buttons to be toggled by an oscillator.
Such an oscillator turns the button on and off at 15 to 30 Hz, producing rapid fire in games.
Such an oscillator turns the button on and off at 15 to 30 Hz, producing rapid fire in games.
A controller MUST NOT toggle the button states on each strobe pulse; that'll break any game that rereads the controller.
 
A controller should not toggle the button states on each strobe pulse.
Doing so will cause problems for games that poll the controller in a loop until they get two identical consecutive reads (see DMC conflict above). The game may halt while the turbo button is held, or crash, or cause other unknown behaviour.
 
== See also ==
*[[Controller reading]]
*[[Controller detection]]
*[[Controller port pinout]]
*[[Four Score]] 4-player adapter
*[[SNES controller]] has backward compatible protocol with the NES
 
== References ==
<references/>
* [//forums.nesdev.org/viewtopic.php?f=9&t=8848 Forum post:] Famicom controller PCB and exterior photographs
* [https://wiki.console5.com/wiki/File:Hori_HJ-12_Schematic.png Hori controller schematic] - Third party controller similar to the NES or Famicom controller, and contains the Clock/Latch pull-ups needed for PAL compatibility.


[[Category:Controllers]]
[[Category:Controllers]]

Latest revision as of 01:01, 27 June 2024

Standard NES controller

All NES units come with at least one standard controller - without it, you wouldn't be able to play any games!

Standard controllers can be used in both controller ports, or in a Four score accessory.

For code examples, see: Controller reading code

Report

The standard NES controller will report 8 bits on its data line:

0 - A
1 - B
2 - Select
3 - Start
4 - Up
5 - Down
6 - Left
7 - Right

After 8 bits are read, all subsequent bits will report 1 on a standard NES controller, but third party and other controllers may report other values here.

If using DPCM audio samples, read conflicts must be corrected with a software technique. The most common symptom of this is spurious Right presses as the DPCM conflict deletes one bit of the report, and an extra 1 bit appears in the Right press position. See: Controller reading: DPCM conflict.

Input ($4016 write)

7  bit  0
---- ----
xxxx xxxS
        |
        +- Controller shift register strobe

While S (strobe) is high, the shift registers in the controllers are continuously reloaded from the button states, and reading $4016/$4017 will keep returning the current state of the first button (A). Once S goes low, this reloading will stop. Hence a 1/0 write sequence is required to get the button states, after which the buttons can be read back one at a time.

(Note that bits 2-0 of $4016/write are stored in internal latches in the 2A03/07.)

Output ($4016/$4017 read)

7  bit  0
---- ----
xxxx xMES
      |||
      ||+- Primary controller status bit
      |+-- Expansion controller status bit (Famicom)
      +--- Microphone status bit (Famicom, $4016 only)

Though both are polled from a write to $4016, controller 1 is read through $4016, and controller 2 is separately read through $4017.

Each read reports one bit at a time through D0. The first 8 reads will indicate which buttons or directions are pressed (1 if pressed, 0 if not pressed). All subsequent reads will return 1 on official Nintendo brand controllers but may return 0 on third party controllers such as the U-Force.

Status for each controller is returned as an 8-bit report in the following order: A, B, Select, Start, Up, Down, Left, Right.

In the NES and Famicom, the top three (or five) bits are not driven, and so retain the bits of the previous byte on the bus. Usually this is the most significant byte of the address of the controller port—0x40. Certain games (such as Paperboy) rely on this behavior and require that reads from the controller ports return exactly $40 or $41 as appropriate. See: Controller reading: unconnected data lines.

When no controller is connected, the corresponding status bit will report 0. This is due to the presence of internal pull-up resistors, and the internal inverter. (See: Controller reading)

Famicom

Famicom second-player controller

The original Famicom's hard-wired second controller (II) is missing the Select and Start buttons. Its corresponding bits will read as 0, so Famicom games must not rely on the second player being able to push Start or Select.

This hard-wired second controller also contains a microphone, which gives an immediate 1-bit report at $4016 D2 whenever it is read.

The later AV Famicom used detachable controllers, with connectors identical to the NES. Its second controller was the same as the first, with Select and Start present, and no microphone.

The expansion port of the Famicom could be used to connect external controllers. These gave the same standard 8-bit report, but through D1 instead of D0. It was common for Famicom games to combine D1 and D0 (logical OR) when reading to permit players to use expansion controllers instead, though several games do not support this[1]. Alternatively, these could be used as extra controllers for 4-player games.

Hardware

The 4021 IC is an 8-bit parallel-to-serial shift register. This allows the 8 button states to be latched into the register simultaneously (parallel), then read out one bit at a time (serial).

From the controller port pinouts:

  • OUT ($4016:0) controls the 4021's Parallel/Serial Control. When this goes high, the current state of the 8 buttons are read into the 4021's 8-bit register.
  • CLK controls the 4021's Clock input. On a low-to-high transition this will shift each bit of the register to the next higher bit. This is normally held high, and becomes low during a read of $4016 or $4017. When the read is finished, it returns high, triggering the shift to prepare for the next bit to be read.
  • D0 reads the 4021's Q8 output. This is the current state of the last bit in the register. Note that the NES will invert this signal, so for the 4021 unpressed buttons are stored as 1, but will read to the NES CPU as 0.
  • +5V powers the 4021 through its Vcc pin.
  • GND provides ground to the 4021 through Vss but is also connected to its Serial In input, which will shift a 0 into each empty bit as the 4021 is clocked. This is why (after inversion) the standard controller will read back all 1s once the 8 buttons have been read.

Each of the 8 PI parallel input pins is connected to +5V through its own pull-up resistor (~10k), keeping it high normally. When a button is pressed, it connects the input to ground, bypassing the pull-up, creating a low signal when latched. PI-8 corresponds to the first button read: the A button.

If using DPCM audio samples, read conflicts may occur requiring a software technique to correct for them. See: Controller reading: DPCM conflict.

PAL

Some PAL region consoles (for example FRA, HOL, NOE) have internal diodes on their controller port. (See: Controller port pinout: Protection Diodes)

These diodes prevent the Clock and Latch signals from functioning unless they are pulled high. PAL controllers for these regions (model NES-004E) each contain a 3.6KΩ resistor between these two inputs and 5V.[2]

On these systems, only PAL controllers with the pull-ups can be read. NTSC systems, along with early PAL market systems (at least SCN) can read controllers of either type. Modifying the internal controller port to bypass these diodes will make the PAL system compatible with both. Conversely, modifying a controller to add the pull-up resistors makes it compatible with both types of systems.

This also extends to the 4-score peripheral: Model NESE-034 ver1.1 is also diode protected and will require pull-up-equipped controllers.

Schematic

                     .-----\/-----.
*--------- A Button -|PI-8     Vcc|- 5V
                  x -|Q6      PI-7|- B Button -------*
   +------------ D0 -|Q8      PI-6|- Select Button --*
*--|----- Up Button -|PI-4    PI-5|- Start Button ---*
*--|--- Down Button -|PI-3      Q7|- x                    |\
*--|--- Left Button -|PI-2   SerIn|- GND             GND -|o\
*--|-- Right Button -|PI-1   Clock|---+------------- CLK -|oo|- 5V
   |            GND -|Vss    Latch|---|--+---------- OUT -|oo|- D3 --x
   |                 .____4021____.   |  |  +-------- D0 -|oo|- D4 --x
   |                                  |  |  |             .__.
   +----------------------------------|--|--+            (Port)
                                      |  |
8 x *--+--[ 10k ]-- 5V                |  | (PAL pullups)
       |                              +--|--[ 3.6k ]--+-- 5V
       |   __+__ (Button)                |            |
       +---o   o--- GND                  +--[ 3.6k ]--+

Turbo

A turbo controller such as the NES Max or NES Advantage is read just like a standard controller, but the user can switch some of its buttons to be toggled by an oscillator. Such an oscillator turns the button on and off at 15 to 30 Hz, producing rapid fire in games.

A controller should not toggle the button states on each strobe pulse. Doing so will cause problems for games that poll the controller in a loop until they get two identical consecutive reads (see DMC conflict above). The game may halt while the turbo button is held, or crash, or cause other unknown behaviour.

See also

References

  1. Famicom World forum post: Famicom games that do not work with pads connected through the expansion port.
  2. Forum post: explaining PAL controller diodes and their function.
  • Forum post: Famicom controller PCB and exterior photographs
  • Hori controller schematic - Third party controller similar to the NES or Famicom controller, and contains the Clock/Latch pull-ups needed for PAL compatibility.