Gamepad code: Difference between revisions

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(→‎Reading pressed buttons: Order of presentation: mention DPCM glitch after the simple case)
(→‎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 [[Nesasm]]==
<pre>
; Uncomment the next line if you want to have all your button callbacks to
; execute upon "has gone from up to down" rather than "is currently down".
;EDGE_BUTTONS = 1
    .org 0x00
.ifdef EDGE_BUTTONS
buttons_down            .ds 8
.endifdef
current_button_sub      .ds 2
    .org 0x8000
; Need quite a bit of stuff here. See: [[Init code]]
get_buttons:
    lda #0x01 ; strobe
    sta 0x4016
    lda #0x00 ; MOAR strobe
    sta 0x4016
    ldx #0
.get_button:
    lda 0x4016
    and #0x01 ; Only want information about the first bit
; bne means branch on the zero register being false, which it
; will be if the number in the accumulator is non-zero.
    bne .pressed
    .ifdef EDGE_BUTTONS
    lda #0x00
    sta buttons_down, x
    .endifdef
    jmp .end
.pressed:
    .ifdef EDGE_BUTTONS
    lda buttons_down, x
    bne .end
    lda #0x01
    sta buttons_down, x
    .endifdef
    txa
    pha
    asl A
    tax
    lda button_subs + 0x00, x ; Equivalent to non-existent jsr (button_subs, x)
    sta current_button_sub + 0x00
    lda button_subs + 0x01, x
    sta current_button_sub + 0x01
    lda #HIGH(.after_button_sub + 0x01)
    pha
    lda #LOW(.after_button_sub + 0x01)
    pha
    jmp [current_button_sub]
.after_button_sub:
    pla
    tax
.end:
    txa
    inx
    cmp #8
    bmi .get_button
    jmp get_buttons
button_subs: ; Vector table
    .dw do_nothing ; a
    .dw do_nothing ; b
    .dw do_nothing ; select
    .dw do_nothing ; start
    .dw do_nothing ; up
    .dw do_nothing ; down
    .dw do_nothing ; left
    .dw do_nothing ; right
do_nothing:
    rts
</pre>
==For [[ca65]]==
==For [[ca65]]==
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.
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.

Revision as of 18:52, 28 February 2016

For ca65

I am a big fan of structured code, so this coding style will be a bit different from the nesasm version above. 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.

; we reserve one byte for storing the data that is read from controller
.zeropage
buttons .res 1

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*..

JOYPAD1 = $4016
JOYPAD2 = $4017

This is the end result that will be stored in buttons. 1 if the button was pressed, 0 otherwise.

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

This subroutine takes 132 cycles to execute but ignores the Famicom expansion controller. It uses a 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.

; 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

Adding support for controllers on the Famicom's DA15 expansion port and for player 2's controller is straightforward.

.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

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.