.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