Gamepad code
For Nesasm
<source lang="6502tasm">
- 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
</source>
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
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.
The buttons byte buttons should be placed in zero page.
; we reserve one byte for storing the data that is read from controller .zeropage buttons .res 1
When reading from JOYPAD* what is read migh be different from $01/$00. See Controller Port for more information on that subject. 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 slct strt 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