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-rw-r--r--include/asm.s22
-rw-r--r--include/globals.s4
-rw-r--r--include/joypad.s72
-rw-r--r--include/ppu.s4
4 files changed, 101 insertions, 1 deletions
diff --git a/include/asm.s b/include/asm.s
new file mode 100644
index 0000000..67b195c
--- /dev/null
+++ b/include/asm.s
@@ -0,0 +1,22 @@
+;; Jump And Link: jump to subroutine but use the return address that the caller
+;; had whenever the given subroutine runs `rts`. In other words, "link" the
+;; return address from the caller to the callee.
+;;
+;; This is in practice the same as using `jmp` but it bears the semantic
+;; connotation of the `jsr` one. That is, instead of this:
+;;
+;; jsr subroutine
+;; rts
+;;
+;; It's more adviseable to do the following for better stack management:
+;;
+;; jmp subroutine
+;;
+;; That being said, the `jmp` instruction is also used in many other contexts,
+;; and so sometimes it's needed to clarify that: "no, I have not messed up,
+;; using `jmp` here instead of `jsr` is deliberate". Hence, instead of adding a
+;; comment every time this small optimization is being done, use this
+;; pseudo-instruction.
+.macro JAL ADDR
+ jmp ADDR
+.endmacro
diff --git a/include/globals.s b/include/globals.s
index d22b217..f4e4861 100644
--- a/include/globals.s
+++ b/include/globals.s
@@ -29,6 +29,8 @@
;; | Bit | Short name | Meaning when set |
;; |-----+------------+-------------------------------------------------------------|
;; | 7 | render | Game logic is over, block main code until NMI code is over. |
- ;; | 6-0 | - | Unused |
+ ;; | 6 | ppu | PPU registers have to be touched |
+ ;; | 5-2 | - | Unused |
+ ;; | 1-0 | game | 0: title; 1: game; 2: game over, 3: game over (coin) |
zp_flags = $20
.endscope
diff --git a/include/joypad.s b/include/joypad.s
new file mode 100644
index 0000000..141877f
--- /dev/null
+++ b/include/joypad.s
@@ -0,0 +1,72 @@
+.scope Joypad
+ ;; Button masks.
+ 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
+
+ ;; Port addresses for controllers.
+ JOYPAD1 = $4016
+ JOYPAD2 = $4017
+
+ ;; After running a `read_*` function these two variables will contain the
+ ;; given result.
+ zp_buttons1 = $22
+ zp_buttons2 = $23
+
+ ;;;
+ ;; Safely read a controller via a re-read algorithm the joypad as indexed by
+ ;; the X register (0 for controller 1; 1 for controller 2).
+ .proc read_x
+ jsr Joypad::unsafe_read_x
+
+ ;; The main idea around a re-read algorithm is that you read the
+ ;; controller "unsafely" once, then you do it again and compare both
+ ;; reads. If they were the same then we are on the safe side. Otherwise
+ ;; we would need to loop until we get two identical reads. This sounds
+ ;; bad but in practice it's not so much (and hey, if it worked for Super
+ ;; Mario Bros. 3, it should work for us too :P). Otherwise there is the
+ ;; algorithm via OAM DMA, but it sure is tricky.
+ @reread:
+ lda Joypad::zp_buttons1, x
+ tay
+ jsr Joypad::unsafe_read_x
+ tya
+ cmp Joypad::zp_buttons1, x
+ bne @reread
+
+ rts
+ .endproc
+
+ ;;;
+ ;; Read the joypad as indexed by the X register (0 for controller 1; 1 for
+ ;; controller 2). This method is fast but it might be vulnerable to the DPCM
+ ;; bug (see: https://www.nesdev.org/wiki/Controller_reading_code).
+ .proc unsafe_read_x
+ ;; Start the latch process.
+ lda #$01
+ sta Joypad::JOYPAD1
+ sta Joypad::zp_buttons1, x ; Bit as a guard for the loop below.
+ lsr
+ sta Joypad::JOYPAD1
+
+ ;; Now the joypad is ready to accept reads.
+ @loop:
+ lda Joypad::JOYPAD1, x
+ and #%00000011 ; Ignore bits other than controller.
+ cmp #$01 ; Set carry if and only if nonzero.
+ rol Joypad::zp_buttons1, x ; Carry -> bit 0; bit 7 -> Carry
+ bcc @loop
+ rts
+ .endproc
+.endscope
+
+;; Shortcut for reading the joypad from the first player safely.
+.macro READ_JOYPAD1
+ ldx #$00
+ jsr Joypad::read_x
+.endmacro
diff --git a/include/ppu.s b/include/ppu.s
index fa0df19..dd24422 100644
--- a/include/ppu.s
+++ b/include/ppu.s
@@ -5,4 +5,8 @@
SCROLL = $2005
ADDRESS = $2006
DATA = $2007
+
+ ;; Shadow for the PPU::CONTROL value. Touch this value instead of accessing
+ ;; the PPU register directly.
+ zp_control = $80
.endscope