Controller reading code
This page contains example code for reading the NES controller.
See also: Controller reading
Basic Example
This is a tutorial example of the bare minimum needed to read the controller. It will explain the basic principles in detail, but once understood, you may wish to continue to the Standard Read example that follows, as a more complete and ready-to-use code example.
This code describes an efficient method of reading the standard controller using ca65 syntax.
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 reading.) 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. Many controller reading subroutines use the X or Y register to count 8 times through the loop. But this one uses a more clever 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 ; While the strobe bit is set, buttons will be continuously reloaded. ; This means that reading from JOYPAD1 will only return the state of the ; first button: button A. sta JOYPAD1 sta buttons lsr a ; now A is 0 ; By storing 0 into JOYPAD1, the strobe bit is cleared and the reloading stops. ; This allows all 8 buttons (newly reloaded) to be read from JOYPAD1. sta JOYPAD1 loop: lda JOYPAD1 lsr a ; bit 0 -> Carry rol buttons ; Carry -> bit 0; bit 7 -> Carry bcc loop rts
Continue to the next example for a more complete read routine that handles both controllers and the standard Famicom expansion controllers.
Standard Read for 2 Controllers and Famicom
Adding support for controllers on the Famicom's DA15 expansion port and for player 2's controller is straightforward. Something similar to the following routine is used in most Famicom games. Even though the expansion port is unused on the NES, the unconnected bit will read as 0, so this solution works safely with both Famicom and NES hardware.
.zeropage buttons: .res 2 ; space for 2 reads .code readjoyx2: ldx #$00 jsr readjoyx ; X=0: read controller 1 inx ; fall through to readjoyx below, X=1: read controller 2 readjoyx: ; X register = 0 for controller 1, 1 for controller 2 lda #$01 sta JOYPAD1 sta buttons, X lsr a sta JOYPAD1 loop: lda JOYPAD1, X and #%00000011 ; ignore bits other than controller cmp #$01 ; Set carry if and only if nonzero rol buttons, X ; Carry -> bit 0; but 7 -> Carry bcc loop rts
If playing DPCM samples, there is an additional reread step to prevent errors ((see below).
Alternative 2 Controllers Read
Alternatively, we could combine both controller reads into 1 loop with a single strobe, though this routine is not safe to use with DPCM samples playing (see below).
.zeropage buttons: .res 2 .code readjoy2: lda #$01 sta JOYPAD1 sta buttons+1 ; player 2's buttons double as a ring counter lsr a sta JOYPAD1 loop: lda JOYPAD1 and #%00000011 cmp #$01 rol buttons+0 lda JOYPAD2 and #%00000011 cmp #$01 rol buttons+1 bcc loop rts
DPCM Safety using Repeated Reads
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. The most common technique, as seen in Super Mario Bros. 3[1] and other games, will read each controller twice, but in the event of a mismatch it will keep re-reading the controller until two results in a row are the same.
readjoy2_safe: ldx #$00 jsr readjoyx_safe ; X=0: safe read controller 1 inx ; fall through to readjoyx_safe, X=1: safe read controller 2 readjoyx_safe: jsr readjoyx reread: lda buttons, X pha jsr readjoyx pla cmp buttons, X bne reread rts
Note that the time between the start of one read and the end of the next read must be less than the length of the fastest DMC fetch period (432 cycles). For this reason, it is normal to read controllers one at a time with this method, rather than attempting both at once. (Note: readjoy2
above takes too long to be suitable.) Gimmick! has such a bug resulting from trying to read both at once.
Most often a controller will be read 2 times, and 3 or 4 in the case of a DPCM corruption, or the player pressing a button during the read. With the assistance of tools, a malicious controller input could change the buttons on every read, holding it in this reread loop indefinitely[2], but this is generally not an important edge case to account for.
DPCM Safety using OAM DMA
Because halts for DPCM fetches normally only occur on an put cycles, it is possible to get glitch-free controller reads by timing all $4016 and $4017 reads to fall on get cycles. This is made possible by the behavior of OAM DMA: the first cycle after an OAM DMA is normally guaranteed to be a get cycle.[3] This is a relatively new technique and is not supported by some emulators.[4] In the following example code, the controller1 and controller2 labels must be in zeropage for the timing to work.
lda #OAM sta $4014 ; ------ OAM DMA ------ ldx #1 ; get put <- strobe code must take an odd number of cycles total stx controller1 ; get put get <- controller1 and controller2 must be in the zeropage stx $4016 ; put get put get dex ; put get stx $4016 ; put get put get read_loop: lda $4017 ; put get put GET <- loop code must take an even number of cycles total and #3 ; put get cmp #1 ; put get rol controller2, x ; put get put get put get (X = 0; waste 1 cycle and 0 bytes for alignment) lda $4016 ; put get put GET and #3 ; put get cmp #1 ; put get rol controller1 ; put get put get put bcc read_loop ; get put [get] <- this branch must not be allowed to cross a page
Note that this example routine only reads two 8-bit controllers and does not take enough time to span more than one DPCM fetch. Routines longer than this must contend with two additional constraints:
- When DMC DMA is delayed by an odd number of cycles, it takes 3 cycles instead of 4, changing the cycle parity. If extending this function to read more bits, care must be taken so that all CPU write cycles are aligned. Instructions with a single write cycle must align the write to avoid conflict with the DPCM fetch, and double-write instructions like ROL need to align both writes so that the DPCM fetch falls on the first write.[5] If an interrupt can occur during the routine, it must be aligned so the fetch can only fall on the second of the three automatic stack writes.
- When DMC DMA occurs near the end of OAM DMA, it only steals 1 or 3 cycles, inverting the cycle parity. Every DMC period after that, a misaligned DPCM fetch will occur. Care must be taken to ensure this does not land on a joypad read.
See DMA for detailed information on DMA timing.
Directional Safety
To reject opposing presses (Up+Down and Left+Right), which are possible on a worn Control Pad:
lda buttons1,x and #%00001010 ; Compare Up and Left... lsr a and buttons1,x ; to Down and Right beq not_updown ; Use previous frame's directions lda buttons1,x eor last_frame_buttons1,x and #%11110000 eor last_frame_buttons1,x sta buttons1,x not_updown:
To instead reject all diagonal presses, simulating a 4-way joystick:
lda buttons1,x and #%00001111 ; If A & (A - 1) is nonzero, A has more than one bit set beq not_diagonal sec sbc #1 and buttons1,x beq not_diagonal ; Use previous frame's directions lda buttons1,x eor last_frame_buttons1,x and #%11110000 eor last_frame_buttons1,x sta buttons1,x not_diagonal:
Calculating Presses and Releases
To calculate newly pressed and newly released buttons:
lda buttons1,x eor #%11111111 and last_frame_buttons1,x sta released_buttons1,x lda last_frame_buttons1,x eor #%11111111 and buttons1,x sta pressed_buttons1,x
Button Flags
It is helpful to define the buttons as a series of bit flags:
BUTTON_A = 1 << 7 BUTTON_B = 1 << 6 BUTTON_SELECT = 1 << 5 BUTTON_START = 1 << 4 BUTTON_UP = 1 << 3 BUTTON_DOWN = 1 << 2 BUTTON_LEFT = 1 << 1 BUTTON_RIGHT = 1 << 0
And then buttons can be checked as follows:
lda buttons and #BUTTON_A | BUTTON_B beq notPressingAorB ; Handle presses. notPressingAorB:
External Examples
- Forum post: Blargg's DMC-fortified controller read routine
- Forum post: Rahsennor's OAM-synchronized controller read
- Forum post: Drag's bitwise DMC-safe controller reading
References
- ↑ Super Mario Bros. 3 controller reread method
- ↑ [https://arstechnica.com/gaming/2016/07/how-to-beat-super-mario-bros-3-in-less-than-a-second/ Ars Technica: How to beat Super Mario Bros. 3 in less than a second
- ↑ Forum post: Rahsennor's OAM-synchronized controller read
- ↑ Forum post: as of May 2016, Nintendulator and Nestopia do not accurately emulate OAM-synchronized controller reading.
- ↑ Forum post: demonstration of how ROL instruction affects alignment for OAM DMA synchronized controller reading.